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	<title>Elanthipedia - User contributions [en]</title>
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	<updated>2026-04-15T02:13:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Aesthene%27s_Close&amp;diff=613115</id>
		<title>Category talk:Aesthene&#039;s Close</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Aesthene%27s_Close&amp;diff=613115"/>
		<updated>2023-05-28T02:25:08Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Word list:&lt;br /&gt;
&lt;br /&gt;
ALDER&lt;br /&gt;
&lt;br /&gt;
AMBER&lt;br /&gt;
&lt;br /&gt;
CURSE&lt;br /&gt;
&lt;br /&gt;
FLUTE&lt;br /&gt;
&lt;br /&gt;
HORDE&lt;br /&gt;
&lt;br /&gt;
LOACH&lt;br /&gt;
&lt;br /&gt;
SUFIL&lt;br /&gt;
&lt;br /&gt;
TOUCH&lt;br /&gt;
&lt;br /&gt;
TROUT&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Aesthene%27s_Close&amp;diff=613114</id>
		<title>Category talk:Aesthene&#039;s Close</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Aesthene%27s_Close&amp;diff=613114"/>
		<updated>2023-05-28T02:24:44Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: Created page with &amp;quot;Word list:  ALDER AMBER  CURSE  FLUTE  HORDE  LOACH  SUFIL  TOUCH TROUT&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Word list:&lt;br /&gt;
&lt;br /&gt;
ALDER&lt;br /&gt;
AMBER&lt;br /&gt;
&lt;br /&gt;
CURSE&lt;br /&gt;
&lt;br /&gt;
FLUTE&lt;br /&gt;
&lt;br /&gt;
HORDE&lt;br /&gt;
&lt;br /&gt;
LOACH&lt;br /&gt;
&lt;br /&gt;
SUFIL&lt;br /&gt;
&lt;br /&gt;
TOUCH&lt;br /&gt;
TROUT&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Caress_of_the_Sun&amp;diff=610461</id>
		<title>Caress of the Sun</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Caress_of_the_Sun&amp;diff=610461"/>
		<updated>2023-02-21T15:29:03Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=care&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&lt;br /&gt;
|guild=Bard&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Elemental Invocations&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=0&lt;br /&gt;
|pulse=20&lt;br /&gt;
|desc=When calling upon Caress of the Sun, you will notice an Elemental effect that flows around you and all members of your group, warming and drying clothing and instruments.  Further moisture will fail to accumulate so long as you are able to perform.  Though a deceptively simple enchante, Caress of the Sun can serve admirably through even fierce storms and waves.&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=Dries you off and prevents weather from affecting you. Protects instruments and other items from damage.&lt;br /&gt;
|messaging=&#039;&#039;Prepare:&#039;&#039;&amp;lt;br /&amp;gt;You hear the sharp rhythm of Caress of the Sun in your mind, as you trace your finger along mana streams around you in introduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cast:&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You give sudden voice to the rhythm dancing in your thoughts, as you release an accompaniment of elemental fire into the piece.  The sharply chanted rhythm jumps octaves regularly, as the pace increases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pulse:&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The skipping, sparkling rhythm of Caress of the Sun flows from your lips, enticing the air around you to shed moisture and to warm as if under a summer sun.&lt;br /&gt;
The warm, flowing rhythm of your enchante flows around you, seeking out every drop of moisture until your body is dry once more.&lt;br /&gt;
You notice that your dragonwood lute seems to be fully dry now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The air gradually stills as the music of your enchante comes near to its end, but a lingering warmth still hangs upon the air around you.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Updated to single-target utility spell on 2/21/2023.&lt;br /&gt;
*Self cast effect that dries your body and instruments, prevents further build up of moisture, and protects against severe weather effects.&lt;br /&gt;
*Defaults to {{com|cast}} {{tt|group}}&lt;br /&gt;
*Can be {{com|cast}} {{tt|area}} if the [[Magical feats|Area Casting feat]] is known.&lt;br /&gt;
* [[Spell_efficacy#Elemental_Efficacy|Elemental Efficacy]] with Fire.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aether_Wolves&amp;diff=610460</id>
		<title>Aether Wolves</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aether_Wolves&amp;diff=610460"/>
		<updated>2023-02-21T15:22:05Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=aewo&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Bard&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Fae Arts&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The use of Aether Wolves will cause eerie, unearthly howls to be heard by whatever foe you face -- so realistic as to seem like actual giant wolves approaching in slavering fury!  Any who succumb to this auditory illusion will forfeit its ability to move, frozen in place from their lack of fortitude.  In addition, the distracting howls may reduce the deceived&#039;s ability to focus on magic abilities, effectively retarding their ability to regain attunement.  Such misdirection is nothing new to the Bards, and this spell is a prime example of how it can be used effectively to influence their advesaries.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Attunement pool regeneration&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Immobilizes&lt;br /&gt;
|messaging=Slow, rich tones form a somber introduction as you begin to sing the &amp;quot;Aether Wolves&amp;quot; enchante.&lt;br /&gt;
|offtype=charm&lt;br /&gt;
|deftype=fortitude&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Converted from cyclic to single-target on 2/21/2023.&lt;br /&gt;
*Cannot be cast in extremely deep water.&lt;br /&gt;
* Associated with Aether, but is not affected by the [[Spell_efficacy#Elemental_Efficacy|Elemental Efficacy]] system.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Elemental_weapon&amp;diff=606996</id>
		<title>Elemental weapon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Elemental_weapon&amp;diff=606996"/>
		<updated>2022-11-30T00:45:19Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Elemental weapon&lt;br /&gt;
|guild=warrior mage&lt;br /&gt;
|prereqs=None&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=other&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Summoning&lt;br /&gt;
|path=Earth&lt;br /&gt;
|desc=A ritual that summons a weapon made of stone.&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;
|effect=Create a tier 2 elemental weapon&lt;br /&gt;
|messaging=&#039;&#039;Summon&#039;&#039;:&amp;lt;br /&amp;gt;Closing your eyes, you grunt briefly in effort as you sense a small earthen ethereal fissure open in front of you.  Thrusting your hand through, you draw out a crude stone scimitar.  As you open your eyes, the fissure closes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shape&#039;&#039;:&amp;lt;br /&amp;gt;You reach out with your will and reshape your scimitar into a crude stone short sword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Break&#039;&#039;:&amp;lt;br /&amp;gt;Focusing your will, you rip the stone short sword asunder, returning it to the Elemental planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroyed while on ground&#039;&#039;:&amp;lt;br /&amp;gt;A stone scimitar crumbles away into tiny pebbles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroyed while in container&#039;&#039;:&amp;lt;br /&amp;gt;Dust falls slowly out of your &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|summon}} {{tt|weapon}} will create a Tier 2 weapon that is a template of your highest melee skill.&lt;br /&gt;
:*You may {{com|summon}} {{tt|weapon &amp;lt;skill&amp;gt;}} if you know [[Expansive Infusions]]. (Weapons of different skillsets. SE/SB/LT/ETC. See chart below)&lt;br /&gt;
:*You may {{com|summon}} {{tt|weapon &amp;lt;ice/icy&amp;gt;}} if you know [[Icy Infusions]].&lt;br /&gt;
:*You may {{com|summon}} {{tt|weapon &amp;lt;electric&amp;gt;}} if you know [[Shocking Infusions]].&lt;br /&gt;
:*You may {{com|summon}} {{tt|weapon &amp;lt;fire/fiery&amp;gt;}} if you know [[Fiery Infusions]].&lt;br /&gt;
:*You can combine a skill and element by using {{com|summon}} {{tt|weapon &amp;lt;skill&amp;gt; &amp;lt;element&amp;gt;}} or {{tt|&amp;lt;element&amp;gt; &amp;lt;skill&amp;gt;}}&lt;br /&gt;
*{{com|shape}} {{tt|&amp;lt;weapon&amp;gt;}} becomes available once you know certain Infusions metaspells.&lt;br /&gt;
:*You may {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;skill&amp;gt;}} if you know [[Expansive Infusions]].&lt;br /&gt;
:*You may {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;stone/earth/earthen&amp;gt;}} if the weapon is currently shaped to ice, electric, or fire.&lt;br /&gt;
:*You may {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;ice/icy&amp;gt;}} if you know [[Icy Infusions]].&lt;br /&gt;
:*You may {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;electric&amp;gt;}} if you know [[Shocking Infusions]].&lt;br /&gt;
:*You may {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;fire/fiery&amp;gt;}} if you know [[Fiery Infusions]].&lt;br /&gt;
:*You can combine a skill and element by using {{com|shape}} {{tt|&amp;lt;weapon&amp;gt; TO &amp;lt;skill&amp;gt; &amp;lt;element&amp;gt;}} or {{tt|&amp;lt;element&amp;gt; &amp;lt;skill&amp;gt;}}&lt;br /&gt;
*{{com|pull}} {{tt|&amp;lt;weapon&amp;gt;}} to increase the density by 1 to a maximum of 6 if you know [[Quick Infusions]]&lt;br /&gt;
*{{com|push}} {{tt|&amp;lt;weapon&amp;gt;}} to decrease the density by 1 to a minimum of 4 if you know [[Quick Infusions]]&lt;br /&gt;
*{{com|turn}} {{tt|&amp;lt;weapon&amp;gt;}} to swap between two templates for the weapon&#039;s skill&lt;br /&gt;
*{{com|break}} {{tt|&amp;lt;weapon&amp;gt;}} dismisses the weapon&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Available to all WMs immediately after joining the guild.&lt;br /&gt;
*Creating and modifying elemental weapons costs [[elemental charge]], and is an Earth ability even when making use of the different elemental weapon types. As such, elemental charge costs will be halved when aligned with Earth and will be doubled when aligned to Air. The numerical charge cost is currently unknown, but the relative costs are all integer multiples of the cost of {{com|turn}} which has the smallest cost. Gaining charge from a complementary spell cast will give enough charge to {{com|TURN}} your weapon exactly twice when aligned neutrally, four times when aligned to Earth, and once when aligned with Air.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Charge cost compared to TURN !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| SUMMON || x5 || Specifying an element or skill does not change the cost. Weapons are always summoned at default density.&lt;br /&gt;
|-&lt;br /&gt;
| TURN || x1 || This action also causes weapon density to be reset to the default if previously altered.&lt;br /&gt;
|-&lt;br /&gt;
| SHAPE || x2 || Requires the Expansive, Fiery, Icy or Shocking Infusions metaspells. Specifying an element or skill does not change the cost. Shaping to a new element or skill does not reset weapon density.&lt;br /&gt;
|-&lt;br /&gt;
| PUSH || x2 || Requires the Quick Infusions metaspell.&lt;br /&gt;
|-&lt;br /&gt;
| PULL || x2 || Requires the Quick Infusions metaspell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Roundtime for all verbs scales down fairly quickly with {{skill|summoning}}.&lt;br /&gt;
*The weapon cannot be {{com|GIVE}}{{tt|n}} to another person.&lt;br /&gt;
*The weapon will crumble a short period after being dropped. (~5 Sec)&lt;br /&gt;
*The weapon will crumble a short period after being placed into a container. (~45 Sec)&lt;br /&gt;
*The weapon will move out of reach if someone else tries to pick it up.&lt;br /&gt;
:&#039;&#039;E.g. As you reach for the broadsword, it slides quickly out of reach.&#039;&#039;&lt;br /&gt;
*Creatures with the ability to steal weapons, like [[scavenger troll]]s, can snatch, hold and wield the weapon until it crumbles (see [[Talk:Elemental weapon#Notes|discussion]]).&lt;br /&gt;
*There are six metaspells that modify this ability, one in each book.&lt;br /&gt;
:*Knowledge of any metaspell raises the base weapon to tier 3.&lt;br /&gt;
:*The Air metaspell ([[Quick Infusions]]) reduces the RT of {{com|SUMMON}}, {{com|SHAPE}}, and {{com|TURN}} by 4 seconds and allows the density of the weapon to be adjusted to 4, 5, or 6. Default is 5.&lt;br /&gt;
:*The Aether metaspell ([[Expansive Infusions]]) allows you to create weapons for any melee or thrown weapon skill.&lt;br /&gt;
:*The Earth metaspell ([[Reinforced Infusions]]) allows the user to get additional tier bumps from [[weaponsmithing techniques]] and holding a [[:Category:Crafting materials#Forging materials|very rare metal ingot]].&lt;br /&gt;
::*Metal ingots must be at least 71 quality. Once the ingot drops to 70 quality it will need to be [[Refining|refined]] before you can use it to summon further weapons.&lt;br /&gt;
::*Greater summoning skill and larger (volume quantity) ingots can decrease the chance of losing ingot quality through weapon summons but the chance to lose ingot quality (purity) is always there.&lt;br /&gt;
::*Known &amp;quot;very rare&amp;quot; metals - glaes, damite, kertig, animite, haralun, audrualm, icesteel, agonite, tomiek.&lt;br /&gt;
:*The Electricity metaspell ([[Shocking Infusions]]) allows the user to create weapons that do electric damage.&lt;br /&gt;
:*The Fire metaspell ([[Fiery Infusions]]) allows the user to create weapons that do fire damage.&lt;br /&gt;
:*The Water metaspell ([[Icy Infusions]]) allows the user to create weapons that do cold damage.&lt;br /&gt;
* Shaping to an elemental type will transfer the highest damage type of the weapon into that element.&lt;br /&gt;
*The Aether Cantrip ([[Pattern Hues]]) allows the user to summon weapons of varied color and pattern.&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
*Conjured weapons are of the form &amp;lt;quality&amp;gt; &amp;lt;element&amp;gt; &amp;lt;template&amp;gt;.&lt;br /&gt;
*Quality is determined by the metaspells and weaponsmithing templates known.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! quality !! tier !! requirement !! equivalency&lt;br /&gt;
|-&lt;br /&gt;
| crude || tier 2 || Not knowing any Infusions metaspells || below average storebought&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;n/a || tier 3 || Knowing at least one Infusions metaspell || best storebought&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;n/a || tier 4 || Knowing [[Reinforced Infusions]] and the appropriate weaponsmithing technique to the weapon you are summoning or shaping || player crafted steel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;n/a || tier 4 || Knowing [[Reinforced Infusions]] and holding a very rare metal ingot when summoning or shaping your weapon || player crafted steel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;n/a || tier 5 || Knowing [[Reinforced Infusions]] and the appropriate weaponsmithing technique to the weapon you are summoning or shaping while also holding a very rare metal ingot when summoning or shaping your weapon || player crafted rare metal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Possible elements are stone (default), fiery ([[Fiery Infusions]]), icy ([[Icy Infusions]]), and electric([[Shocking Infusions]].)&lt;br /&gt;
*The templates are all standard crafting templates.&lt;br /&gt;
*Weight appears to be constant across tiers within each template.&lt;br /&gt;
*The base density of every weapon is 5. The other densities can be achieved by {{com|pull}}ing or {{com|push}}ing the weapon if the metaspell [[Quick Infusions]] is known.&lt;br /&gt;
===Small Edged===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | scimitar (me) || rowspan=20 | Basic Bladed&lt;br /&gt;
| 2nd || 5 || {{CWep|2|7|3|2|5|6|7|30|250}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|2|7|3|2|6|6|9|24|30}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|2|8|4|2|6|6|9|30|250}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|2|8|4|2|5|7|9|36|30}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|3|8|3|2|7|6|11|24|37}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|3|9|4|2|6|6|11|30|250}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|3|9|4|2|5|7|11|36|37}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep|3|8|3|2|7|6|11|24|37}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|3|9|4|2|6|6|11|30|250}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep|3|9|4|2|5|7|11|36|37}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | short sword (le) &lt;br /&gt;
| 2nd || 5 || {{CWep|4|3|2|1|8|3|7|15|125}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|5|3|2|1|9|3|9|12|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|5|4|2|1|9|3|9|15|125}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|5|4|2|1|8|3|9|18|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|5|4|2|1|9|3|11|20|18}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|6|4|2|1|9|3|11|20|125}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|6|4|2|1|9|4|11|20|18}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|6|4|2|1|9|3||15|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Large Edged===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | broadsword || rowspan=10 | Proficient Bladed&lt;br /&gt;
| 2nd || 5 || {{CWep|2|8|4|2|5|6|7|35|230}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|2|8|4|2|6|6|9|28|33}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|2|9|4|2|5|6|9|35|287}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|2|9|5|3|5|7|9|42|33}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|2|9|4|2|6|7|11|35|42}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|2|10|5|3|6|7|11|35|287}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|2|11|5|3|5|8|11|45|42}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|2|11|5|3|6|7|13|35|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep|2|12|6|3|5|8|13|45|1161}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | nimsha || rowspan=10 | Proficient Bladed&lt;br /&gt;
| 2nd || 5 || {{CWep|4|6|4|2|6|5|7|40|250}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|4|7|4|2|7|5|9|32|37}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|4|7|4|2|6|6|9|40|312}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|4|8|5|3|5|6|9|48|37}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|5|8|5|2|6|6|11|40|312}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|5|9|5|3|7|6|13|40|312}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Twohanded Edged===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | marauder blade || rowspan=10 | Expert Bladed&lt;br /&gt;
| 2nd || 5 || {{CWep|2|13|5|4|4|8|7|60|450}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|2|14|5|5|5|8|9|48|53}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|2|15|6|5|4|9|9|60|450}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|2|16|7|6|3|10|9|72|53}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|2|16|5|5|4|8|11|60|67}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|2|17|7|6|4|9|11|60|450}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|2|18|8|6|3|10|11|60|67}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|2|19|7|6|4|10|13||450}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | periperiu sword || rowspan=10 | Expert Bladed&lt;br /&gt;
| 2nd || 5 || {{CWep|2|13|8|4|3|9|7|90|700}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|3|14|8|4|5|8|9|72|83}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|3|15|10|5|3|9|9|90|700}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|3|16|11|6|2|11|9|108|83}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|3|17|11|6|3|10|11|90|560}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|3|19|12|6|3|11|13|90|700}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Small Blunt===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | mallet (mb) || rowspan=10 | Basic Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|0|1|8|6|4|7|9|28|32}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|0|2|9|7|4|8|9|35|268}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|0|3|9|7|3|8|9|42|32}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|0|2|10|8|4|8|11|35|268}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|0|2|10|8|4|8||35|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | cudgel (lb) || rowspan=10 | Basic blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|0|1|6|5|6|6|9|16|17}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|0|1|7|5|6|6|9|20|150}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|0|2|7|5|5|6|9|24|17}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|0|1|7|5|6|6|11|10|22}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|0|1|7|6|6|6|11|25|150}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|0|2|8|6|6|7|11|25|22}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|0|1|7|6|6|6||20|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Large Blunt===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | hara || rowspan=10 | Advanced Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep|0|2|10|8|3|7|8|50|}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|0|1|11|9|4|7|9|40|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|0|2|12|9|3|8|9|50|381}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|0|3|13|9|3|9|9|60|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep}} &lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|0|3|13|9|3|9|9|60|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|0|2|13|10|4|9||50|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | heavy mace || rowspan=10 | Advanced Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|2|2|9|7|5|6|9|40|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|2|3|10|7|4|7|9|50|381}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|2|3|10|8|3|8|9|60|40}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|2|3|11|8|5|8||50|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Twohanded Blunt===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | maul || rowspan=10 | Expert Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|4|2|14|11|4|8|9|64|68}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|5|2|16|12|3|10|9|80|575}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|6|2|17|12|1|11|9|96|68}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|4|2|16|13|4|9|11|65|86}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|6|2|18|13|3|11|11|83|575}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|7|2|19|14|1|12|11|105|86}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|5|2|16|12|3|10||80|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | vilks kodur || rowspan=10 | Expert Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|4|3|12|10|5|8|9|56|62}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|4|4|13|10|3|9|9|70|525}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|5|4|14|11|2|10|9|84|62}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Staves===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | quarterstaff || rowspan=10 | Simple Martial&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|4|1|10|6|9|5|9|40|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|4|1|10|7|8|6|9|50|375}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|5|1|11|7|7|6|9|60|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|4|1|11|7|10|5|11|45|56}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|5|1|12|7|9|6|11|50|375}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|6|1|13|8|8|7|11|50|56}} &lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|5|1|12|7|9|6||60|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | nightstick || rowspan=10 | Simple Martial&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|0|1|6|5|8|6|9|28|31}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|0|2|7|6|7|6|9|35|262}} &lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|0|3|7|6|7|7|9|42|31}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|0|2|7|6|8|7|11|35|262}} &lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|0|2|7|6|8|7||35|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Polearms===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | lance (pike) || rowspan=10 | Advanced Pole&lt;br /&gt;
| 2nd || 5 || {{CWep|12|3|4|3|5|7|7|75|562}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|12|4|4|3|7|6|9|60|67}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|13|4|5|3|6|7|9|75|562}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|15|4|6|4|4|9|9|90|67}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|14|4|4|3|7|6|11|55|85}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|15|4|6|4|6|8|11|75|562}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep|16|4|7|4|5|9|11|80|85}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|15|4|6|4|6|8||75|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | bardiche (halberd) || rowspan=10 | Advanced Pole&lt;br /&gt;
| 2nd || 5 || {{CWep|6|8|4|3|5|6|7|50|381}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|6|9|4|2|6|5|9|40|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|7|10|4|3|6|6|9|50|381}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|7|10|5|3|5|7|9|60|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|7|11|5|3|6|6||50|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Thrown===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | bola || rowspan=10 | Advanced Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|0|0|6|5|5|5|9|20|22}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|0|0|7|5|5|6|9|25|193}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|0|1|7|5|4|6|9|30|22}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|0|0|7|5|6|6|11|20|28}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|0|0|7|6|5|6|11|20|193}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|0|1|8|6|5|6|11|25|28}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|0|0|7|6|5|6||25|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | boomerang || rowspan=10 | Advanced Blunt&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|1|2|3|2|5|5|9|12|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|1|2|3|2|5|6|9|15|125}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|1|2|3|2|4|5|9|18|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|1|2|3|2|5|6||15|}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Thrown===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Weapon !! Template !! W/S Tech !! Tier !! Density !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kron&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | Default || rowspan=10 | javelin || rowspan=10 | Basic Pole&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|7|4|3|2|8|4|9|28|31}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|8|4|4|2|7|5|9|35|262}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|9|4|4|3|7|5|9|42|31}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep|8|4|3|2|8|5|11|28|38}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|9|4|4|3|8|5|11|35|262}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep|9|4|4|3|8|6|11|42|38}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep|9|4|4|3|9|5|13|28|1060}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|10|4|4|3|8|5|13|35|262}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep|11|4|5|3|8|6|13|42|1060}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=10 | {{com|turn}}ed || rowspan=10 | spear || rowspan=10 | Basic Pole&lt;br /&gt;
| 2nd || 5 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 4 || {{CWep|9|4|3|2|7|5|9|40|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 5 || {{CWep|10|4|4|2|6|6|9|50|375}}&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6 || {{CWep|10|4|4|3|6|6|9|60|45}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 4 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 5 || {{CWep|11|5|4|3|7|6|11|50|375}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 6 || {{CWep}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 4 || {{CWep|11|5|3|2|8|5|13|40|1515}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 5 || {{CWep|11|5|4|3|7|6|13|50|375}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 6 || {{CWep|13|5|5|3|6|7|13|60|1515}}&lt;br /&gt;
|}&lt;br /&gt;
* Once shaped to an element (eg electric/ice/fire) these weapons have NO puncture damage, and are then non-lodging.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Reinforced_Infusions&amp;diff=606995</id>
		<title>Reinforced Infusions</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Reinforced_Infusions&amp;diff=606995"/>
		<updated>2022-11-30T00:43:37Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Earth Manipulation&lt;br /&gt;
|prereqs=[[Elementalism]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=This spell was developed in conjunction with the ability to summon weapons by the Groveskeepers&#039; researchers.  By tapping into the inherent strength of the Elemental Plane of Earth, a Warrior Mage summons higher quality weapons.  These weapons are both more damaging, and more sturdy.&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;
|effect=Improve elemental weapons based on forging techniques known and by holding a very rare metal ingot.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=-&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Knowledge of this metaspell, or any other [[elemental weapon]] metaspell increases your weapon to tier 3 from its base of tier 2. This metaspell will increase it further from that point.&lt;br /&gt;
*Knowing the forging technique relevant to the weapon you are summoning or shaping will increase the stats of the weapon.&lt;br /&gt;
*Holding a very rare metal ingot (e.g. haralun) at the time of creation or shaping will increase the stats of the weapon. Rare metal ingots (e.g. gold or platinum) do not work.&lt;br /&gt;
*Knowing the appropriate forging technique and holding a very rare metal ingot will result in the best stats possible for your elemental weapon.&lt;br /&gt;
*The ingot must be of a certain quality, and if it is below a certain volume, the quality will be lowered. The volume required to avoid this quality penalty scales with Summoning skill, ending at over 1500 ranks. Regardless of skill, there is always a small random chance of quality loss. The quality loss is very small.&lt;br /&gt;
*The very rare material held does not matter as it is a binary check. However, very rare may be defined differently internally than what players consider very rare.&lt;br /&gt;
*Known very rare materials that work: glaes, damite, kertig, animite, haralun, audrualm, icesteel, agonite, tomiek.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Reinforced_Infusions&amp;diff=606994</id>
		<title>Talk:Reinforced Infusions</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Reinforced_Infusions&amp;diff=606994"/>
		<updated>2022-11-30T00:43:11Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;per the latest revision of this page on May 26 2020, re:metals that are considered rare enough, if you go to the [[:Category:Crafting_materials#Rare_metals_2]] page and click the &#039;&#039;&#039;value&#039;&#039;&#039; field, any metal whose appraisal value exceeds platinum should qualify. [[User:MOTHRA|MOTHRA]] ([[User talk:MOTHRA|talk]]) 17:47, 26 May 2020 (CDT)&lt;br /&gt;
&lt;br /&gt;
In Discord, #warrior-mage&lt;br /&gt;
&lt;br /&gt;
In response to:&lt;br /&gt;
&lt;br /&gt;
Kjarg — 11/14/2022 6:45 PM Is this (https://elanthipedia.play.net/Category:Crafting_materials#Rare_metals_2) an accurate list of what qualifies as &#039;very rare metal ingot&#039; for elemental weapons? or is it the special metals only?&lt;br /&gt;
&lt;br /&gt;
Javac said:&lt;br /&gt;
&lt;br /&gt;
Javac — 11/15/2022 1:05 PM Complete list should be: glaes, damite, kertig, animite, haralun, audrualm, icesteel, agonite, tomiek.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Elemental_weapon&amp;diff=606993</id>
		<title>Talk:Elemental weapon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Elemental_weapon&amp;diff=606993"/>
		<updated>2022-11-30T00:41:24Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* &amp;quot;Very Rare&amp;quot; metal ingots */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Elemental Damage Colums==&lt;br /&gt;
What&#039;s the point of including three rows of zeros in an already cramped table? [[User:ROBERTDH|ROBERTDH]] ([[User talk:ROBERTDH|talk]]) 23:02, 30 March 2015 (CDT)&lt;br /&gt;
:Responding late to this, since I thought I had but apparently didn&#039;t. I had included the three elemental damage columns at the original release, since I wasn&#039;t sure how/if elemental damage stats of the various shaped options would need to be displayed. E.g. a line for stone broadsword, another line for fiery broadsword, another for icy broadsword, etc. Since it just ended up being a 100% conversion of the highest physical stat to the relevant elemental stat, I went ahead and removed the columns a few months back.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 20:00, 18 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
==tier 5 weps==&lt;br /&gt;
I fixed and added the tier 5 weapons, some were placed incorrectly in tier 4. I&#039;m assuming the blunts are mislabeled for the tech requirements, as there should be proficient blunt and not expert. -ashbomb&lt;br /&gt;
&lt;br /&gt;
==tier 2 LE apps==&lt;br /&gt;
Here are tier 2 LE weapons if somebody wants to add them - I don&#039;t trust my wiki editing to not screw something up:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A crude stone broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
A crude stone broadsword trains the large edged skill.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor (2/26) puncture damage&lt;br /&gt;
  somewhat heavy (8/26) slice damage&lt;br /&gt;
  somewhat fair (4/26) impact damage&lt;br /&gt;
  no (0/26) fire damage&lt;br /&gt;
  no (0/26) cold damage&lt;br /&gt;
  no (0/26) electric damage&lt;br /&gt;
&lt;br /&gt;
The stone broadsword is dismally (2/17) designed for improving the force of your attacks.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly (5/15) balanced and is decently (6/15) suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the stone broadsword is appreciably susceptible to damage (7/18), and is in pristine condition (98-100%).&lt;br /&gt;
&lt;br /&gt;
You are certain that the stone broadsword weighs exactly 35 stones.&lt;br /&gt;
You are certain that the stone broadsword is worth exactly 230 Lirums.&lt;br /&gt;
Roundtime: 16 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
A crude stone nimsha is a heavy edged melee-ranged weapon.&lt;br /&gt;
A crude stone nimsha trains the large edged skill.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  somewhat fair (4/26) puncture damage&lt;br /&gt;
  somewhat moderate (6/26) slice damage&lt;br /&gt;
  somewhat fair (4/26) impact damage&lt;br /&gt;
  no (0/26) fire damage&lt;br /&gt;
  no (0/26) cold damage&lt;br /&gt;
  no (0/26) electric damage&lt;br /&gt;
&lt;br /&gt;
The stone nimsha is dismally (2/17) designed for improving the force of your attacks.&lt;br /&gt;
&lt;br /&gt;
You are certain that the nimsha is decently (6/15) balanced and is fairly (5/15) suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the stone nimsha is appreciably susceptible to damage (7/18), and is in pristine condition (98-100%).&lt;br /&gt;
&lt;br /&gt;
You are certain that the stone nimsha weighs exactly 40 stones.&lt;br /&gt;
You are certain that the stone nimsha is worth exactly 250 Lirums.&lt;br /&gt;
Roundtime: 16 seconds.&lt;br /&gt;
&lt;br /&gt;
-Firekast&lt;br /&gt;
:Done, thanks!--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 15:52, 28 March 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Quality Adjective ==&lt;br /&gt;
&lt;br /&gt;
Tier 4 and 5 weapons need a quality adjective. This should be a simple thing to add.  Tier 2 already has one, crude. --[[User:VMPHNTRD|VMPHNTRD]] ([[User talk:VMPHNTRD|talk]]) 18:57, 17 June 2015 (CDT)&lt;br /&gt;
:Unless there was an update, which I can&#039;t find announced on the boards (it&#039;s possible it&#039;s buried in a thread I haven&#039;t read yet) then there is no adjectives for any of the elemental weapons aside from &#039;crude&#039; for tier 2. That&#039;s what the &#039;n/a&#039; entry means in the table: not applicable. I.e. The 3rd, 4th, and 5th tier versions of each weapon are visually identical and only vary in appraisal.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 01:15, 18 June 2015 (CDT)&lt;br /&gt;
::Right, hence, my belief that the weapons need them. --[[User:VMPHNTRD|VMPHNTRD]] ([[User talk:VMPHNTRD|talk]]) 18:40, 18 June 2015 (CDT)&lt;br /&gt;
:::Oh. The purpose of the talk pages on the wiki are not to discuss the abilities themselves, but rather to discuss changes to or errors within page contents. The official game forums are where you should take any suggestions for improvement to an ability, since the GMs likely will never see this page.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 19:54, 18 June 2015 (CDT)&lt;br /&gt;
::::Apologies for the confusion.  Thanks for the redirect. --[[User:VMPHNTRD|VMPHNTRD]] ([[User talk:VMPHNTRD|talk]]) 20:53, 18 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
(1) Creatures can steal elemental weapons - As of 62 days, 463 years AVL [24 October 2020] creatures with the ability to steal weapons, such as [[scavenger troll]]s can snatch, hold and wield an elemental weapon until it crumbles.  No atmospheric message is emitted when an elmental weapon crumbles in a creature&#039;s inventory; it just vanishes.  I am uncertain of the timer but guess it may be the same as when stowed in your own inventory (~45 Sec). --[[User:VMPHNTRD|VMPHNTRD]] ([[User talk:VMPHNTRD|talk]]) 09:22, 24 October 2020 (CDT)&amp;lt;br/&amp;gt;&lt;br /&gt;
*SNATCH:&lt;br /&gt;
&#039;&#039;The scavenger troll exclaims, &amp;quot;Gimmie dat electric nimsha!&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;The scavenger troll reaches towards you, its claws greedily opening and closing.  It grabs your nimsha and wrenches it from your hand. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Roundtime: 4 sec. &amp;lt;br/&amp;gt;&lt;br /&gt;
*HOLD:&lt;br /&gt;
{{com|look}} {{tt|troll}}:  &#039;&#039;You see a scavenger troll. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;It is carrying a phosphorescent ash grey electric nimsha.&lt;br /&gt;
*WIELD:&lt;br /&gt;
&#039;&#039;Tentatively, a scavenger troll jabs a phosphorescent ash grey electric nimsha at you.  You knock aside some of the nimsha with a simple steel parry stick. &amp;lt;br/&amp;gt;&lt;br /&gt;
:::::[after a few attacks with the stolen weapon] &amp;lt;br/&amp;gt;&lt;br /&gt;
*VANISH:&lt;br /&gt;
{{com|look}} {{tt|troll}}:  &#039;&#039;You see a scavenger troll. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;It is carrying nothing! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Very Rare&amp;quot; metal ingots ==&lt;br /&gt;
&lt;br /&gt;
In Discord, #warrior-mage&lt;br /&gt;
&lt;br /&gt;
In response to:&lt;br /&gt;
&lt;br /&gt;
Kjarg — 11/14/2022 6:45 PM&lt;br /&gt;
Is this (https://elanthipedia.play.net/Category:Crafting_materials#Rare_metals_2) an accurate list of what qualifies as &#039;very rare metal ingot&#039; for elemental weapons?&lt;br /&gt;
or is it the special metals only?&lt;br /&gt;
&lt;br /&gt;
Javac — 11/15/2022 1:05 PM&lt;br /&gt;
Complete list should be:&lt;br /&gt;
glaes, damite, kertig, animite, haralun, audrualm, icesteel, agonite, tomiek.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Dark_blue_dawnfire_steel_sledgehammer_dangling_a_trio_of_beaded_feathers&amp;diff=606793</id>
		<title>Weapon:Dark blue dawnfire steel sledgehammer dangling a trio of beaded feathers</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Dark_blue_dawnfire_steel_sledgehammer_dangling_a_trio_of_beaded_feathers&amp;diff=606793"/>
		<updated>2022-11-28T10:29:20Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|noun=sledgehammer&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|look=Though mostly dark blue, small areas of lighter grey hues can be traced along the head&#039;s well defined edges.  Dendritic, fractal patterns snake across the surface of the weapon&#039;s stormwood handle.  Secured by a braided length of leather, a cluster of blue-black raven feathers dangle just below the grip.  A distinctly golden sheen, very similar to the sun&#039;s first morning rays, shines from the metal head as the ambient light reflects from it.&lt;br /&gt;
|MTag=stormwood, dawnfire steel, steel, feather, raven feather, leather&lt;br /&gt;
|CTag=blue, grey, black, gold&lt;br /&gt;
|STag=raven&lt;br /&gt;
|range=melee&lt;br /&gt;
|adraw=No&lt;br /&gt;
|type=2HB&lt;br /&gt;
|puncture=very heavy&lt;br /&gt;
|slice=low&lt;br /&gt;
|impact=annihilating&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=perfectly&lt;br /&gt;
|balance=not&lt;br /&gt;
|suitedness=amazingly&lt;br /&gt;
|construction=practically invulnerable&lt;br /&gt;
|metal=yes&lt;br /&gt;
|verby=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|weight=108&lt;br /&gt;
|appcost=93750&lt;br /&gt;
|lsize=11&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|rarity=auction&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Can be {{com|wave}}d to knock creatures out of the room (1 hour cooldown).&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Lifesculpted_sledgehammer_flourishing_with_growths_of_greenery&amp;diff=581320</id>
		<title>Weapon:Lifesculpted sledgehammer flourishing with growths of greenery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Lifesculpted_sledgehammer_flourishing_with_growths_of_greenery&amp;diff=581320"/>
		<updated>2022-01-22T18:53:48Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|noun=sledgehammer&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|look=An arm&#039;s-length handle of lirisan has grown to encompass the heavy metal block forming the hammer&#039;s head.  As if still alive, tiny green twigs with unfurling broad leaves have sprouted from the handle&#039;s body at irregular intervals.  No normal crafting could accomplish the perfect wrapping of the wood about the metal head.&lt;br /&gt;
|MTag=lirisan&lt;br /&gt;
|CTag=green&lt;br /&gt;
|range=melee&lt;br /&gt;
|adraw=No&lt;br /&gt;
|type=2HB&lt;br /&gt;
|puncture=great&lt;br /&gt;
|slice=low&lt;br /&gt;
|impact=annihilating&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=perfectly&lt;br /&gt;
|balance=not&lt;br /&gt;
|suitedness=incredibly&lt;br /&gt;
|construction=extremely resistant&lt;br /&gt;
|metal=yes&lt;br /&gt;
|weight=120&lt;br /&gt;
|enchanted=Yes&lt;br /&gt;
|potency=-&lt;br /&gt;
|complexity=-&lt;br /&gt;
|precision=abstract&lt;br /&gt;
|grade=Lesser&lt;br /&gt;
|ebonus=proc chance&lt;br /&gt;
|flare=Nature&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You sense a matrix formed using Life mana, commonly referred to as the Nature Weapon Flare enchantment.&lt;br /&gt;
The enchantment appears to be masterfully-crafted and is abstract.  This enchantment is of Lesser grade, and was modified to bonus proc chance.  The matrix appears to be appreciably thin and the lines are perfectly clear.&lt;br /&gt;
&lt;br /&gt;
You believe additional effects may be present and attempt to focus again.&lt;br /&gt;
&lt;br /&gt;
Something in the area is interfering with your magical senses.&lt;br /&gt;
&lt;br /&gt;
Verbs: pinch, raise&lt;br /&gt;
&lt;br /&gt;
&amp;gt; pinch sledgehammer&lt;br /&gt;
&lt;br /&gt;
Noticing one of the tiny twigs sprouting from the handle has broken, you pinch it off.  A new one immediately grows to replace it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NAME&amp;gt; picks at something on his sledgehammer.  A tiny sprout with a broad green leaf immediately grows in the place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; raise sledgehammer&lt;br /&gt;
&lt;br /&gt;
You lift the lifesculpted sledgehammer high above your head and cry out, &amp;quot;Roots of the depths and water freely flowing, winds of the skies and nature greenly growing, rally now unto me and strike down this enemy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NAME&amp;gt; lifts his/her lifesculpted sledgehammer high above his/her head and cries out, &amp;quot;Roots of the depths and water freely flowing, winds of the skies and nature greenly growing, rally now unto me and strike down this enemy!&amp;quot;&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Lifesculpted_sledgehammer_flourishing_with_growths_of_greenery&amp;diff=581315</id>
		<title>Weapon:Lifesculpted sledgehammer flourishing with growths of greenery</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Lifesculpted_sledgehammer_flourishing_with_growths_of_greenery&amp;diff=581315"/>
		<updated>2022-01-22T18:49:42Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|noun=sledgehammer&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|look=An arm&#039;s-length handle of lirisan has grown to encompass the heavy metal block forming the hammer&#039;s head.  As if still alive, tiny green twigs with unfurling broad leaves have sprouted from the handle&#039;s body at irregular intervals.  No normal crafting could accomplish the perfect wrapping of the wood about the metal head.&lt;br /&gt;
|MTag=lirisan&lt;br /&gt;
|CTag=green&lt;br /&gt;
|range=melee&lt;br /&gt;
|adraw=No&lt;br /&gt;
|type=2HB&lt;br /&gt;
|puncture=great&lt;br /&gt;
|slice=low&lt;br /&gt;
|impact=annihilating&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=perfectly&lt;br /&gt;
|balance=not&lt;br /&gt;
|suitedness=incredibly&lt;br /&gt;
|construction=extremely resistant&lt;br /&gt;
|metal=yes&lt;br /&gt;
|weight=120&lt;br /&gt;
|enchanted=Yes&lt;br /&gt;
|potency=-&lt;br /&gt;
|complexity=-&lt;br /&gt;
|precision=abstract&lt;br /&gt;
|grade=Lesser&lt;br /&gt;
|ebonus=proc chance&lt;br /&gt;
|flare=Nature&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You sense a matrix formed using Life mana, commonly referred to as the Nature Weapon Flare enchantment.&lt;br /&gt;
The enchantment appears to be masterfully-crafted and is abstract.  This enchantment is of Lesser grade, and was modified to bonus proc chance.  The matrix appears to be appreciably thin and the lines are perfectly clear.&lt;br /&gt;
&lt;br /&gt;
You believe additional effects may be present and attempt to focus again.&lt;br /&gt;
&lt;br /&gt;
Something in the area is interfering with your magical senses.&lt;br /&gt;
&lt;br /&gt;
Verbs: pinch, raise&lt;br /&gt;
&lt;br /&gt;
&amp;gt; pinch sledgehammer&lt;br /&gt;
&lt;br /&gt;
Noticing one of the tiny twigs sprouting from the handle has broken, you pinch it off.  A new one immediately grows to replace it.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; raise sledgehammer&lt;br /&gt;
&lt;br /&gt;
You lift the lifesculpted sledgehammer high above your head and cry out, &amp;quot;Roots of the depths and water freely flowing, winds of the skies and nature greenly growing, rally now unto me and strike down this enemy!&amp;quot;&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Lootpouch_(crafted)&amp;diff=576520</id>
		<title>Item:Lootpouch (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Lootpouch_(crafted)&amp;diff=576520"/>
		<updated>2021-12-02T19:44:37Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=lootsack&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=-&lt;br /&gt;
|type=container, misc&lt;br /&gt;
|wearloc=upper arm&lt;br /&gt;
|weight=-&lt;br /&gt;
|appcost=-&lt;br /&gt;
|lsize=-&lt;br /&gt;
|ilsize=-&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{CraftTemplate|itype=container|noun=lootpouch|type=container|mat=cloth|dif=7|vol=5|tech=Cloth Container Design|rare=true|book=Instructions|inst=lootpouch instructions|slot=upper arm|||}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Thickness !! Physical !! L x W x H !! Weight Limit !! Can Hold Up To Items !! Weight of Bag &lt;br /&gt;
|-&lt;br /&gt;
|  Titanese  || Thin|| 94 || 5 x 4 x 3 || 160 || 79 || 12&lt;br /&gt;
|-&lt;br /&gt;
|  Titanese  || Heavy || 94 || 3 x 4 x 4 || 183 || 90 || 15&lt;br /&gt;
|-&lt;br /&gt;
|  Zenganne  || Average || 97 || 5 x 4 x 3 || 170 || 102 || 7&lt;br /&gt;
|-&lt;br /&gt;
|  Zenganne  || Heavy || 97 || 3 x 4 x 4 || 180 || 110 || 8&lt;br /&gt;
|-&lt;br /&gt;
|  Imperial Weave  || Thin || 99 || 5 x 4 x 3 || 160 || 108 || 10&lt;br /&gt;
|-&lt;br /&gt;
|  Imperial Weave  || Average || 99 || 5 x 4 x 3 || 170 || 114 || 11&lt;br /&gt;
|-&lt;br /&gt;
|  Imperial Weave  || Thick || 99 || 4 x 4 x 4 || 170 || 118 || 12&lt;br /&gt;
|-&lt;br /&gt;
|  Imperial Weave  || Heavy || 99 || 3 x 4 x 4 || 180 || 123 || 12&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*{{com|autoloot}}&lt;br /&gt;
*[[Item:Lootsack (crafted)|Player-crafted lootsack]] (belt)&lt;br /&gt;
*[[Item:Lootbag (crafted)|Player-crafted lootbag]] (thigh)&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=548137</id>
		<title>Misshapen germish&#039;din</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=548137"/>
		<updated>2021-03-21T19:26:15Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Special Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Misshapen Germish&#039;din&lt;br /&gt;
|Image File=germish&#039;din.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Leth Deriel&lt;br /&gt;
|MapList=*{{rmap|63 | Oshu&#039;ehhrsk Manor grounds (63)}}&lt;br /&gt;
|simulevel=71&lt;br /&gt;
|naturallevel=70&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=73&lt;br /&gt;
|MinCap=330&lt;br /&gt;
|MaxCap=520&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a blackened collarbone&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;250&lt;br /&gt;
|MaxVal=&amp;gt;875 Kronars&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Held together by a patchwork layer of leathery skin, the misshapen germish&#039;din is a mass of powerful muscle bound by rows of heavy stitching.  A menagerie of twisted limbs rise from the beast&#039;s body at disturbingly obtuse angles, but there is little that would convey any awkwardness to its attack.  Perhaps the most prominent feature of the germish&#039;din is not its misshapen form, but its pair of large, blackened eyes, sewn tightly shut with thick cord.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Name means &amp;quot;Nameless&amp;quot; in [[Gamgweth]].&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
* Germish&#039;din will attempt to grab you and throw you. The first part of the attack contests Evasion. If you succeed, you completely avoid the attack.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You dodge, narrowly avoiding the germish&#039;din&#039;s grasping hands.&lt;br /&gt;
&lt;br /&gt;
If you fail the evasion check, your shield skill can keep the germish&#039;din from grabbing you.  If you succeed at the shield check, The germish&#039;din will try to grab your shield.  A strength check determines if you hold onto the shield or if it&#039;s thrown aside and lands in your AT FEET slot. If you lose your shield, you can immediately grab and re-wear it.  There is a significant balance hit if the germish&#039;din grabs your shield.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You try to dodge, but the misshapen germish&#039;din manages to grab your sipar!&lt;br /&gt;
It tries to jerk the round sipar out of your hands, but you hold tight!&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You try to dodge, but the misshapen germish&#039;din manages to grab your sipar!&lt;br /&gt;
It jerks the round sipar out of your hands and slings it aside!&lt;br /&gt;
&lt;br /&gt;
* If you fail the evasion check AND the shield skill check, or you fail the evasion check and don&#039;t have a shield equipped, the attack will throw YOU at another creature (player or another germish&#039;din).  You will take damage from being thrown.  If the creature you are thrown at fails to dodge, they will take damage.  You will either hit a wall or land in another room.  The damage from this special attack is significant, but working as intended.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
It grabs you and violently hurls you at a misshapen germish&#039;din!&lt;br /&gt;
The misshapen germish&#039;din dodges just in time, and you go hurtling into the catacomb walls with a bone-crunching crash!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; health&lt;br /&gt;
&lt;br /&gt;
Your body feels battered.&lt;br /&gt;
Your spirit feels full of life.&lt;br /&gt;
You have minor swelling and bruising around the right arm compounded by cuts and bruises about the right arm, cuts and bruises about the left arm, cuts and bruises about the right leg, minor swelling and bruising around the left leg compounded by cuts and bruises about the left leg, minor swelling and bruising around the right hand compounded by deep cuts across the right hand, some minor abrasions to the left hand, some tiny scratches to the chest, cuts and bruises about the back.&lt;br /&gt;
&lt;br /&gt;
Bleeding: right hand, slight&lt;br /&gt;
&lt;br /&gt;
===Special Defences===&lt;br /&gt;
* Immune to stuns&amp;lt;br&amp;gt;&lt;br /&gt;
* Some spells not effective due to undead status.  Fire Ball did not work at min prep (15) but did work at 16, and I used consistently at 20&amp;lt;br&amp;gt;&lt;br /&gt;
* Due to the area being indoors, cannot cast some spells. Lightning Bolt, Fire Rain do not work&amp;lt;br&amp;gt;&lt;br /&gt;
* Teasing this creature will result in very unpleasant consequences&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Soft caps evasion at 479 (Survival Prime) and shield (armor secondary)&amp;lt;br&amp;gt;&lt;br /&gt;
* Appears they cap out stealth fairly quick now, at 397 Stealths it&#039;s VERY hard to get it over 1/34. This is on barbarian using hide, stalk, poach/ambush.&amp;lt;br&amp;gt;&lt;br /&gt;
* Stealth starts going 1/34 and not rising above at 385.&amp;lt;br&amp;gt;&lt;br /&gt;
* Boxes at-level with ~350 locksmithing for non-thief. Boxes no problem at 325, disarming normal/careful as WM.&amp;lt;br&amp;gt;&lt;br /&gt;
* At 411 ranks of skinning, can arrange 3 times and get perfect skins (survival tert)&amp;lt;br&amp;gt;&lt;br /&gt;
* 375 ranks of skinning, WM, I get Skillful skins with no arranges.&amp;lt;br&amp;gt;&lt;br /&gt;
* Started hunting here with 380 Armors, 390 Defending/Shield/Evasion, 400 Parry, 310 weapons, 50 Reflex/Agility.  WM with SUF, SW, YS up.  I had an easier time here than with the Black Marble Gargoyles. 12/10/2016&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=548091</id>
		<title>Misshapen germish&#039;din</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=548091"/>
		<updated>2021-03-21T13:15:20Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Special Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Misshapen Germish&#039;din&lt;br /&gt;
|Image File=germish&#039;din.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Leth Deriel&lt;br /&gt;
|MapList=*{{rmap|63 | Oshu&#039;ehhrsk Manor grounds (63)}}&lt;br /&gt;
|simulevel=71&lt;br /&gt;
|naturallevel=70&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=73&lt;br /&gt;
|MinCap=330&lt;br /&gt;
|MaxCap=520&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a blackened collarbone&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;250&lt;br /&gt;
|MaxVal=&amp;gt;875 Kronars&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Held together by a patchwork layer of leathery skin, the misshapen germish&#039;din is a mass of powerful muscle bound by rows of heavy stitching.  A menagerie of twisted limbs rise from the beast&#039;s body at disturbingly obtuse angles, but there is little that would convey any awkwardness to its attack.  Perhaps the most prominent feature of the germish&#039;din is not its misshapen form, but its pair of large, blackened eyes, sewn tightly shut with thick cord.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Name means &amp;quot;Nameless&amp;quot; in [[Gamgweth]].&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
* Germish&#039;din will attempt to grab you or your shield.  If they grab your shield, it will be thrown across the room and land in your AT FEET slot.  You can immediately grab and re-wear your shield.  There is a significant balance hit if the germish&#039;din grabs your shield.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You dodge, narrowly avoiding the germish&#039;din&#039;s grasping hands.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You try to dodge, but the misshapen germish&#039;din manages to grab your sipar!&lt;br /&gt;
It tries to jerk the round sipar out of your hands, but you hold tight!&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
You try to dodge, but the misshapen germish&#039;din manages to grab your sipar!&lt;br /&gt;
It jerks the round sipar out of your hands and slings it aside!&lt;br /&gt;
&lt;br /&gt;
* If the germish&#039;din grabs you, it will throw YOU at another creature (player or other germish&#039;din).  You will take damage from being thrown.  If the creature you are thrown at fails to dodge, they will take damage.  You will either hit a wall or land in another room.  The damage from this special attack is significant, but working as intended.  Need more testing to see if this only happens if a germish&#039;din tries to grab you before you can recover your shield.&lt;br /&gt;
&lt;br /&gt;
A misshapen germish&#039;din growls angrily as it reaches out for you!&lt;br /&gt;
It grabs you and violently hurls you at a misshapen germish&#039;din!&lt;br /&gt;
The misshapen germish&#039;din dodges just in time, and you go hurtling into the catacomb walls with a bone-crunching crash!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; health&lt;br /&gt;
&lt;br /&gt;
Your body feels battered.&lt;br /&gt;
Your spirit feels full of life.&lt;br /&gt;
You have minor swelling and bruising around the right arm compounded by cuts and bruises about the right arm, cuts and bruises about the left arm, cuts and bruises about the right leg, minor swelling and bruising around the left leg compounded by cuts and bruises about the left leg, minor swelling and bruising around the right hand compounded by deep cuts across the right hand, some minor abrasions to the left hand, some tiny scratches to the chest, cuts and bruises about the back.&lt;br /&gt;
&lt;br /&gt;
Bleeding: right hand, slight&lt;br /&gt;
&lt;br /&gt;
===Special Defences===&lt;br /&gt;
* Immune to stuns&amp;lt;br&amp;gt;&lt;br /&gt;
* Some spells not effective due to undead status.  Fire Ball did not work at min prep (15) but did work at 16, and I used consistently at 20&amp;lt;br&amp;gt;&lt;br /&gt;
* Due to the area being indoors, cannot cast some spells. Lightning Bolt, Fire Rain do not work&amp;lt;br&amp;gt;&lt;br /&gt;
* Teasing this creature will result in very unpleasant consequences&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Soft caps evasion at 479 (Survival Prime) and shield (armor secondary)&amp;lt;br&amp;gt;&lt;br /&gt;
* Appears they cap out stealth fairly quick now, at 397 Stealths it&#039;s VERY hard to get it over 1/34. This is on barbarian using hide, stalk, poach/ambush.&amp;lt;br&amp;gt;&lt;br /&gt;
* Stealth starts going 1/34 and not rising above at 385.&amp;lt;br&amp;gt;&lt;br /&gt;
* Boxes at-level with ~350 locksmithing for non-thief. Boxes no problem at 325, disarming normal/careful as WM.&amp;lt;br&amp;gt;&lt;br /&gt;
* At 411 ranks of skinning, can arrange 3 times and get perfect skins (survival tert)&amp;lt;br&amp;gt;&lt;br /&gt;
* 375 ranks of skinning, WM, I get Skillful skins with no arranges.&amp;lt;br&amp;gt;&lt;br /&gt;
* Started hunting here with 380 Armors, 390 Defending/Shield/Evasion, 400 Parry, 310 weapons, 50 Reflex/Agility.  WM with SUF, SW, YS up.  I had an easier time here than with the Black Marble Gargoyles. 12/10/2016&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=548089</id>
		<title>Zombie stomper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=548089"/>
		<updated>2021-03-21T12:55:35Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|121|Boar Clan (121)}}&lt;br /&gt;
|simulevel=84&lt;br /&gt;
|naturallevel=84&lt;br /&gt;
|weaponlevel=88&lt;br /&gt;
|defenselevel=80&lt;br /&gt;
|level=84&lt;br /&gt;
|MinCap=460&lt;br /&gt;
|MaxCap=625&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Bits of rotting flesh drop off this large rotting biped.  The tattered remains of a once-colorful jersey hang from its torso, and flaps of leather hang from ancient boots on its massive feet.  The whole horrid mess is covered in a thick layer of mud.  A look of combined rage and puzzlement adorns what&#039;s left of its face.  Perhaps dinner is late?&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Loot and Equipment===&lt;br /&gt;
It is wearing the {{cloot|a|tatters of a mud-soaked togball uniform}}, some {{cloot|i|rotting leather boots}}.&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
===Recall===&lt;br /&gt;
Years ago, Boar Clan had a different [[togball]] field than the slick modern one used today.  Unfortunately, it was placed on top of an ancient graveyard, whose spirits did not appreciate the use to which their final resting place as a playground.  Details are shrouded in mystery, but the players became cursed to wander the field as undead.  The field itself fell into swampy disrepair.&lt;br /&gt;
&lt;br /&gt;
===Skill Notes===&lt;br /&gt;
NOTE!: Random [[Enraged tusky]] incursions will HURT. You almost need more defenses than Stompers train to be able to handle them effectively unless you&#039;re REALLY paying attention.&lt;br /&gt;
&lt;br /&gt;
Zombie Stompers are immune to Demrris&#039; Resolve (DMRS).&lt;br /&gt;
&lt;br /&gt;
Energy explodes from you, forming concentric rings of tangible sound of that sweep through the area like the fading ripples in a pond.&lt;br /&gt;
A zombie stomper is not bothered by the sound.&lt;br /&gt;
&lt;br /&gt;
====Pre 3.0====&lt;br /&gt;
At 550 shield, 543 evasion, and 483 MO I can&#039;t dance with four without dancing badger.&lt;br /&gt;
&lt;br /&gt;
====DR 3.0 Caps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; &amp;lt;600 soft cap. Does not move off dabbbling. 688 hard cap&lt;br /&gt;
              - soft capped at 567. - 6 June 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;  &amp;gt;729 w/snipe&lt;br /&gt;
&lt;br /&gt;
Weapons are not moving past dabbling at 555.&lt;br /&gt;
&lt;br /&gt;
Able to handle 4 easily with approximately 550 parry and 500 evasion after buffs with 80 reflex (87 with buffs).&lt;br /&gt;
&lt;br /&gt;
Hitting fine with approximately 400s in weapons with 78 agility (88 with buffs) and 520+ masteries.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=546553</id>
		<title>Misshapen germish&#039;din</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Misshapen_germish%27din&amp;diff=546553"/>
		<updated>2021-03-11T21:37:09Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Misshapen Germish&#039;din&lt;br /&gt;
|Image File=germish&#039;din.jpg&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Leth Deriel&lt;br /&gt;
|MapList=*{{rmap|63 | Oshu&#039;ehhrsk Manor grounds (63)}}&lt;br /&gt;
|simulevel=71&lt;br /&gt;
|naturallevel=70&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=73&lt;br /&gt;
|MinCap=330&lt;br /&gt;
|MaxCap=520&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a blackened collarbone&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=&amp;lt;250&lt;br /&gt;
|MaxVal=&amp;gt;875 Kronars&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Held together by a patchwork layer of leathery skin, the misshapen germish&#039;din is a mass of powerful muscle bound by rows of heavy stitching.  A menagerie of twisted limbs rise from the beast&#039;s body at disturbingly obtuse angles, but there is little that would convey any awkwardness to its attack.  Perhaps the most prominent feature of the germish&#039;din is not its misshapen form, but its pair of large, blackened eyes, sewn tightly shut with thick cord.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Name means &amp;quot;Nameless&amp;quot; in [[Gamgweth]].&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
* Snatches your shield and sends it to your At FEET slot.&lt;br /&gt;
* Throw into next room, causing serious or near fatal injuries&lt;br /&gt;
* &amp;lt;s&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;:  After multiple tests, the snatch/throw special attacks happen ONLY when someone else is hunting with you.  This has been tested after many months of testing and has only occurred when someone else has been hunting in the same room.&amp;lt;/s&amp;gt; EDIT: This is no longer the case.  Germish&#039;din special attacks are working and can hit characters with significantly higher defenses (1200+).  Damage from being thrown seems to always result in multiple significant bleeding injuries, internal and external.&lt;br /&gt;
&lt;br /&gt;
===Special Defences===&lt;br /&gt;
* Immune to stuns&amp;lt;br&amp;gt;&lt;br /&gt;
* Some spells not effective due to undead status.  Fire Ball did not work at min prep (15) but did work at 16, and I used consistently at 20&amp;lt;br&amp;gt;&lt;br /&gt;
* Due to the area being indoors, cannot cast some spells. Lightning Bolt, Fire Rain do not work&amp;lt;br&amp;gt;&lt;br /&gt;
* Teasing this creature will result in very unpleasant consequences&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Soft caps evasion at 479 (Survival Prime) and shield (armor secondary)&amp;lt;br&amp;gt;&lt;br /&gt;
* Appears they cap out stealth fairly quick now, at 397 Stealths it&#039;s VERY hard to get it over 1/34. This is on barbarian using hide, stalk, poach/ambush.&amp;lt;br&amp;gt;&lt;br /&gt;
* Stealth starts going 1/34 and not rising above at 385.&amp;lt;br&amp;gt;&lt;br /&gt;
* Boxes at-level with ~350 locksmithing for non-thief. Boxes no problem at 325, disarming normal/careful as WM.&amp;lt;br&amp;gt;&lt;br /&gt;
* At 411 ranks of skinning, can arrange 3 times and get perfect skins (survival tert)&amp;lt;br&amp;gt;&lt;br /&gt;
* 375 ranks of skinning, WM, I get Skillful skins with no arranges.&amp;lt;br&amp;gt;&lt;br /&gt;
* Started hunting here with 380 Armors, 390 Defending/Shield/Evasion, 400 Parry, 310 weapons, 50 Reflex/Agility.  WM with SUF, SW, YS up.  I had an easier time here than with the Black Marble Gargoyles. 12/10/2016&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Lirisan_capped_bagpipes_with_a_white_dreamweave_bag_and_polished_haledroth_pipes&amp;diff=538631</id>
		<title>Item:Lirisan capped bagpipes with a white dreamweave bag and polished haledroth pipes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Lirisan_capped_bagpipes_with_a_white_dreamweave_bag_and_polished_haledroth_pipes&amp;diff=538631"/>
		<updated>2020-11-20T23:23:19Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=You tap some lirisan capped double bagpipes with a white dreamweave bag and polished haledroth pipes&lt;br /&gt;
|noun=bagpipes&lt;br /&gt;
|look=Striking purple felwood caps offset the double polished haledroth chanters that showcases the blue metal&#039;s purple specks, giving the chanter itself a bit of glitter.  Tone-on-tone white dreamweave covers the bag, in a repeating ouroboros pattern with tassels of bright azure tastefully adorning the entire instrument.&lt;br /&gt;
|MTag=haledroth&lt;br /&gt;
|CTag=white&lt;br /&gt;
|type=instrument&lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=4437500&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You are fairly sure you can ADJUST, PULL, PUSH, RAISE, RUB and TURN your haledroth bagpipes.  You can probably do other things as well, but you will need to find those yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; adjust&lt;br /&gt;
&lt;br /&gt;
You adjust your haledroth bagpipes to a more comfortable playing position.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; pull&lt;br /&gt;
&lt;br /&gt;
You pull gently on the bag of your haledroth bagpipes, easing them into just the right place for playing.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; push&lt;br /&gt;
&lt;br /&gt;
You carefully maneuver the drones of your haledroth bagpipes into the proper position.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; raise&lt;br /&gt;
&lt;br /&gt;
You raise the blowpipe of your haledroth bagpipes to your lips in preparation for playing them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; rub&lt;br /&gt;
&lt;br /&gt;
You run your fingers along the chanter and drones, admiring the craftsmanship of your haledroth bagpipes.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn&lt;br /&gt;
&lt;br /&gt;
You turn your haledroth bagpipes around carefully, examining them for signs of wear.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Lirisan_capped_bagpipes_with_a_white_dreamweave_bag_and_polished_haledroth_pipes&amp;diff=538630</id>
		<title>Item:Lirisan capped bagpipes with a white dreamweave bag and polished haledroth pipes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Lirisan_capped_bagpipes_with_a_white_dreamweave_bag_and_polished_haledroth_pipes&amp;diff=538630"/>
		<updated>2020-11-20T23:22:32Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: Created page with &amp;quot;{{Item |name=You tap some lirisan capped double bagpipes with a white dreamweave bag and polished haledroth pipes |noun=bagpipes |look=Striking purple felwood caps offset the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=You tap some lirisan capped double bagpipes with a white dreamweave bag and polished haledroth pipes&lt;br /&gt;
|noun=bagpipes&lt;br /&gt;
|look=Striking purple felwood caps offset the double polished haledroth chanters that showcases the blue metal&#039;s purple specks, giving the chanter itself a bit of glitter.  Tone-on-tone white dreamweave covers the bag, in a repeating ouroboros pattern with tassels of bright azure tastefully adorning the entire instrument.&lt;br /&gt;
|MTag=haledroth&lt;br /&gt;
|CTag=white&lt;br /&gt;
|type=instrument&lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=4437500&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You are fairly sure you can ADJUST, PULL, PUSH, RAISE, RUB and TURN your haledroth bagpipes.  You can probably do other things as well, but you will need to find those yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; adjust&lt;br /&gt;
You adjust your haledroth bagpipes to a more comfortable playing position.&lt;br /&gt;
&amp;gt; pull&lt;br /&gt;
You pull gently on the bag of your haledroth bagpipes, easing them into just the right place for playing.&lt;br /&gt;
&amp;gt; push&lt;br /&gt;
You carefully maneuver the drones of your haledroth bagpipes into the proper position.&lt;br /&gt;
&amp;gt; raise&lt;br /&gt;
You raise the blowpipe of your haledroth bagpipes to your lips in preparation for playing them.&lt;br /&gt;
&amp;gt; rub&lt;br /&gt;
You run your fingers along the chanter and drones, admiring the craftsmanship of your haledroth bagpipes.&lt;br /&gt;
&amp;gt; turn&lt;br /&gt;
You turn your haledroth bagpipes around carefully, examining them for signs of wear.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Cambrinth&amp;diff=384792</id>
		<title>Talk:Cambrinth</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Cambrinth&amp;diff=384792"/>
		<updated>2014-11-22T11:20:10Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* DR 3.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m playing a magic user for the first time in years, and I came to this page looking for:&lt;br /&gt;
&lt;br /&gt;
+ The syntax to use cambrinth items.&amp;lt;br&amp;gt;&lt;br /&gt;
+ How much mana certain run of the mill items hold.  (Cambrinth ring, twisted cambrinth armband, cambrinth orb).&amp;lt;br&amp;gt;&lt;br /&gt;
+ How many MD ranks to start using cambrinth.&amp;lt;br&amp;gt;&lt;br /&gt;
+ How many MD ranks to start using cambrinth with only one hand (?).&amp;lt;br&amp;gt;&lt;br /&gt;
+ How many MD ranks to start using cambrinth that is worn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t see any of this information here, so thought it might be a good candidate to add to this page, if anyone else sees the need.&lt;br /&gt;
&lt;br /&gt;
[[User:Prime-Lorzelophia|Prime-Lorzelophia]] 18:20, 12 April 2008 (CDT)&lt;br /&gt;
-------------------------&lt;br /&gt;
Thanks for adding that information, Reene.  Magic newbs such as myself rejoice.&lt;br /&gt;
[[User:Prime-Lorzelophia|Prime-Lorzelophia]] 16:05, 16 April 2008 (CDT)&lt;br /&gt;
-------------------------&lt;br /&gt;
&#039;&#039;Currently, the most efficient experience gain per action for training arcana via cambrinth is charging your cambrinth with as much mana as you can without ruining your attunement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t seem accurate.  I was getting about 1 learning level per every few charges at 10 mana.  I charged an orb a full 100 in one swoop and only gained 1 learning level.  This makes it significantly less mana efficient since 10/charge is sustainable and 100/charge is not.&lt;br /&gt;
:The key phrase being &amp;quot;without ruining your attunement.&amp;quot; (I assume that by &amp;quot;sustainable&amp;quot; you mean not too taxing to your attunement.) --[[User:Isharon|Isharon]] 17:35, 9 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
== DR 3.1 ==&lt;br /&gt;
*At 165 Arcana I was able to reliably charge an armband while wearing it.&lt;br /&gt;
    Arcane Magic:    191 37% mind lock     (34/34)      Attunement:    195 21% thinking       (5/34)&lt;br /&gt;
          Arcana:    165 86% mind lock     (34/34)  Targeted Magic:    150 03% clear          (0/34)&lt;br /&gt;
    Augmentation:    162 47% nearly locked (33/34)    Debilitation:    144 42% clear          (0/34)&lt;br /&gt;
         Utility:    157 13% examining     (13/34)         Warding:    150 92% dabbling       (1/34)&lt;br /&gt;
&lt;br /&gt;
     Strength :  30              Reflex :  30  &lt;br /&gt;
      Agility :  30            Charisma :  20  &lt;br /&gt;
   Discipline :  25              Wisdom :  25  &lt;br /&gt;
 Intelligence :  25             Stamina :  22&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; tap armb&lt;br /&gt;
 You tap a sinuous cambrinth armband coiled in the shape of a striking adder that you are wearing.&lt;br /&gt;
 &amp;gt; charge armb 20&lt;br /&gt;
 &lt;br /&gt;
 You harness a moderate amount of energy and attempt to channel it into your cambrinth armband.&lt;br /&gt;
 You are able to channel all the energy into the armband.&lt;br /&gt;
 The cambrinth armband absorbs all of the energy.&lt;br /&gt;
 Roundtime: 6 sec.&lt;br /&gt;
 &amp;gt; invoke armb spell&lt;br /&gt;
 &lt;br /&gt;
 The cambrinth armband pulses with Arcane energy.  You reach for its center and forge a magical link to it, readying all of its mana for your use.&lt;br /&gt;
 Roundtime: 1 sec.&lt;br /&gt;
&lt;br /&gt;
* My impression from testing with my Moon Mage and various sizes of cambrinth is that using worn cambrinth requires 100+capacity ranks.  So worn rings at 104, worn small armbands at 132, wide armbands at 148, etc.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Medium_leather_case_embellished_with_a_cambrinth_medallion_(wren)&amp;diff=384313</id>
		<title>Item:Medium leather case embellished with a cambrinth medallion (wren)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Medium_leather_case_embellished_with_a_cambrinth_medallion_(wren)&amp;diff=384313"/>
		<updated>2014-11-20T10:39:44Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=Highlighted with gold leaf, the sizable disc is embossed with the image of a wren perched upon a fisted gauntlet over a lute of gold.&lt;br /&gt;
|MTag=leather&lt;br /&gt;
|STag=wren&lt;br /&gt;
|type=container&lt;br /&gt;
|type2=cambrinth&lt;br /&gt;
|wearloc=thigh&lt;br /&gt;
|appcost=18750&lt;br /&gt;
|ilsize=8&lt;br /&gt;
|iwsize=3&lt;br /&gt;
|ihsize=1&lt;br /&gt;
|csize=30&lt;br /&gt;
|source=Dark Symphony (2)&lt;br /&gt;
|cost=13,530 Dokoras&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|maxcharge=20&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Journey-worn_instrument_case&amp;diff=384312</id>
		<title>Item:Journey-worn instrument case</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Journey-worn_instrument_case&amp;diff=384312"/>
		<updated>2014-11-20T10:37:31Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=You see nothing unusual.&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|weight=15&lt;br /&gt;
|appcost=1305&lt;br /&gt;
|ilsize=8&lt;br /&gt;
|iwsize=3&lt;br /&gt;
|ihsize=1&lt;br /&gt;
|csize=30&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=instrument case&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Appraisal_skill&amp;diff=384311</id>
		<title>Appraisal skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Appraisal_skill&amp;diff=384311"/>
		<updated>2014-11-20T10:06:40Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: Confirmed APP FOCUS RECALL is bardic lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Need info on creature strength, other stats, health and injuries}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; is a [[:Category:Lore Skillset|Lore]] skill with applications in a wide variety of systems.  It can tell you the value, weight, and other qualities of items; the stats of your [[weapon]]s and [[armor]]; the skills of your opponent; the [[mana]] capacity of [[cambrinth]] items; and more.&lt;br /&gt;
&lt;br /&gt;
=Use=&lt;br /&gt;
{{com|appraise}} will give you an assessment of something&#039;s abilities. {{com|compare}} will give you a relative assessment of two items&#039; attributes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal, at least for comparing creatures, is based on base skills rather than factoring {{stat|Agility}}. However, it does take your current {{com|stance}} settings into account.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When comparing armor, it will give an assessment of the armor&#039;s overall maneuvering and stealth hindrance, as well as how hindering it is with everything your are currently wearing after factoring in the relevant armor skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal can also give you an idea of how well you can swim or climb something, and can even provide a bonus to the swim or climb contest on a particularly good appraisal success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will begin to see (at first very inaccurate) damage and protection appraisals at precisely 50 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can appraise [[cambrinth]] items to determine their capacity. Appraisal is the primary factor, but [[Arcana skill|arcana]] also contributes to the accuracy. As with weight, holding the cambrinth makes it easier to appraise its capacity.&lt;br /&gt;
&lt;br /&gt;
[[Trader|Traders]] get a bonus to Appraisal.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
==Item Appraisal==&lt;br /&gt;
There are many ways to train this skill. The first way is to appraise items. The quickest way to learn is to appraise something very valuable that has many parts, like a full gem pouch, a really nice bundle, weapons, or armor. If you can&#039;t do this, the next best option is to appraise all of your inventory, the more valuable, the better.&lt;br /&gt;
&lt;br /&gt;
===Appraise Focus===&lt;br /&gt;
A specific type of item appraisal, {{tt|APPRAISE FOCUS &amp;lt;object&amp;gt;}} allows players to focus on valid objects a begin a research project similar to [[Magical Research]]. Once completed, this appraisal project will award [[Appraisal skill]] experience, as well as giving a temporary boost to the amount of experience being drained in a target skill. Only one appraisal project may be active on a character at any given time, and the experience drain bonus does not stack with the bonus for an [[RPA]]. Valid targets for this ability range from yourself, which gives an evasion bonus, weapons, armor, and crafting books.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Skillset!!Valid objects&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||Lore||None (this ability cannot boost itself)&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||Magic||Runestones&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation||Magic||Name or abbreviation of a spell that teaches Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|Armor Skills||Armor||Armor of that type (includes shields)&lt;br /&gt;
|-&lt;br /&gt;
|Astrology||Magic||Telescopes (Moon Mage only)&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||Survival||Climbable objects&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||Magic||Cambrinth items&lt;br /&gt;
|-&lt;br /&gt;
|Backstab||Survival||NPC(Thief only)&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Lore||Lore||the word &amp;quot;Recall&amp;quot; (Bard only)&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||Weapon||Brawling gear (knuckles, knee spikes, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Crafting Skills||Lore||Crafting books&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation||Magic||Name or abbreviation of a spell that teaches Debilitation&lt;br /&gt;
|-&lt;br /&gt;
|Defending||Armor||the word &amp;quot;Defense&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Empathy||Lore||Other players (Empath only)&lt;br /&gt;
|-&lt;br /&gt;
|Endurance||Armor||??? (Paladin only - placeholder)  (Not implemented yet)&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||Survival||Yourself&lt;br /&gt;
|-&lt;br /&gt;
|Expertise||Weapon||Chakrel amulets (Barbarian only)&lt;br /&gt;
|-&lt;br /&gt;
|First Aid||Survival||Anatomy charts and compendiums&lt;br /&gt;
|-&lt;br /&gt;
|Locksmithing||Survival||locked boxes&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Lore||Lore||None (since this skill is not planned to last much longer)&lt;br /&gt;
|-&lt;br /&gt;
|Melee Mastery||Weapon||Weapon that teaches 2 different skills (ex. SE/LT)&lt;br /&gt;
|-&lt;br /&gt;
|Missile Mastery||Weapon||Ammo&lt;br /&gt;
|-&lt;br /&gt;
|Offhand Weapon||Weapon||Melee weapon that you are holding in your left hand (See Weapon and Brawling for weapon skill foci)&lt;br /&gt;
|-&lt;br /&gt;
|Outdoorsmanship||Survival||Some foragable materials (red flowers, alchemy materials)&lt;br /&gt;
|-&lt;br /&gt;
|Parry||Weapon||Parry sticks&lt;br /&gt;
|-&lt;br /&gt;
|Perception||Survival||Existing cardinal direction room exits (north, south, east, etc)&lt;br /&gt;
|-&lt;br /&gt;
|Performance||Lore||Instruments&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Primary&amp;quot; magics||Magic||the word &amp;quot;Magic&amp;quot;, &amp;quot;Khri&amp;quot; for Thieves, &amp;quot;Inner Fire&amp;quot; for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Scholarship||Lore||the word &amp;quot;Logic&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scouting||Survival||Ranger Companion&lt;br /&gt;
|-&lt;br /&gt;
|Skinning||Survival||Skinning knife&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery||Magic||The word &amp;quot;Arcane&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Stealth||Survival||Existing cardinal direction room exit while hidden&lt;br /&gt;
|-&lt;br /&gt;
|Summoning||Magic||Talisman (Warrior Mage only)&lt;br /&gt;
|-&lt;br /&gt;
|Tactics||Lore||the word &amp;quot;Offense&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Magic||Magic||Name or abbreviation of a spell that teaches TM&lt;br /&gt;
|-&lt;br /&gt;
|Thanatology||Survival||Ritual Knife (Necromancer only)&lt;br /&gt;
|-&lt;br /&gt;
|Theurgy||Magic||Holy Water (Cleric only)&lt;br /&gt;
|-&lt;br /&gt;
|Thievery||Survival||coin on the ground&lt;br /&gt;
|-&lt;br /&gt;
|Trading||Lore||Ledgers (Trader only)&lt;br /&gt;
|-&lt;br /&gt;
|Utility||Magic||Name or abbreviation of a spell that teaches Utility&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills||Weapon||Weapon of that type. (Melee weapons held in your left hand research Offhand Weapon instead. Weapons that teach 2 different skills teach Melee Mastery instead.)&lt;br /&gt;
|-&lt;br /&gt;
|Warding Skills||Magic||Name or abbreviation of a spell that teaches Warding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Appraisal==&lt;br /&gt;
The second way to learn is to appraise [[#Creature|critters]].  One can appraise a beast multiple times without regard for a delay between appraisals to quickly learn the ability.  Besides being a good way to gain appraisal experience, this is a good habit to develop: It&#039;s useful to know in advance how a critter&#039;s skill compares to yours.&amp;lt;br /&amp;gt;&lt;br /&gt;
A normal or {{tt|quick}} appraise will gauge how much vitality and fatigue a critter currently has, how your stats compare to theirs, and an overall comparison of your offense and defense to theirs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Appraising {{tt|careful}} will also tell you how the critter will train by [[Brawling skill|brawling]], [[Parry Ability skill|parrying]], [[Evasion skill|evading]], [[Shield Usage skill|blocking]], beguile with [[Tactics skill|tactics]], and [[Targeted Magic skill|targeting]].  If you are holding a [[Category:Weapon Skillset|weapon]], it will also tell you how will it will train, and if you were to throw it, how it would teach thrown.&lt;br /&gt;
&lt;br /&gt;
==Barrier Appraisal==&lt;br /&gt;
The third way, possibly of greatest use to new adventurers, is to appraise swimming locations. In a room where a swimming contest is necessary to exit, you can appraise water or direction. It&#039;s not clear how well this trains, as a new character can learn very little in the Crossing sewers but very well in the Arthe Dale swimming hole. It may be dependent on water depth and current. You can also appraise climbing barriers, but this seems to teach little or nothing at lower ranks.  Successfully appraising a swim or a climb may give you a bonus (&amp;quot;You think you have determined the best route to take&amp;quot;) to climbing or swimming the appraised barrier.&lt;br /&gt;
*It&#039;s worth noting that climbing barriers can be more difficult than the appraisal lets on.&lt;br /&gt;
&lt;br /&gt;
==Item Creation==&lt;br /&gt;
The fourth way to learn is through the creation process of several items.  Usually when you are creating an item you will gain a little appraisal as well when you determine the quality of the item.  For example, when braiding grass/vines, you will learn appraisal.  Every time you braid you are automatically appraising the item to see the quality of the item.  Another example is Moon Mage sigil scrolls, every time you read a scroll you appraise the quality of the scroll.  This way is good for learning appraisal while also learning other skills. (In the case of Moon Mage sigil scrolls, you will learn appraisal faster than you will learn astrology or scholarship, but possibly might have a limit.  I have tested with 267 in astrology, 241 in appraisal, and 324 in scholarhsip, I am locking appraisal first, then astrology, then scholarship).&lt;br /&gt;
&lt;br /&gt;
==Fine Art Appraisal==&lt;br /&gt;
Adventurers have the ability to analyze one-of-a-kind stationary artifacts and receive more details than just your standard {{com|LOOK}}. Currently, the [[Raven&#039;s Court]] is the only place with this type of appraisal available. One must {{tt|STUDY}} a piece in order to learn. STUDYing will teach appraisal and scholarship. There are a few levels of success. Everyone should be able to learn no matter what information they see. Naturally, with the highest level of success, the most information will be displayed. Bards and Traders have a bonus, so they should effectively be able to learn better and see more information earlier on.&lt;br /&gt;
&lt;br /&gt;
==Item weight detection==&lt;br /&gt;
3.0 changed detecting numerical weights in stones to not occur until higher ranks.  For a non-trader, expect not to begin to get numerical weight return on appraisals for any item until 170 ranks at minimum.  As you increase in skill, weight detection will become more common and more accurate.  At 400 ranks you receive a fairly accurate weight estimate most of the time.  At 500 ranks, expect perfect weight results every time with the standard 8 second roundtime.  As an aside, at 500 ranks, quick appraisals continue to be clumsy regarding weight, but will be exact in all other regards, probably the equivalent of a standard appraisal at 250-300 ranks.&lt;br /&gt;
&lt;br /&gt;
=Accuracy=&lt;br /&gt;
The accuracy of your appraisal depends primarily upon the number of ranks that you have in appraisal. ([[Trader|Traders]] have a bonus.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When appraising weapons or armor, the number of ranks that you have in that weapon or armor type affects the accuracy, at least for non-Traders. For example, if you were appraising a claymore, you find it easier to appraise if you had 200 ranks in twohanded edged weapons than if you had only 50 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Only when &amp;quot;you are certain&amp;quot; about some property can you be sure that your appraisal is an accurate assessment. Otherwise, the more confident you are about the accuracy, the closer your assessment is to the truth.&lt;br /&gt;
&lt;br /&gt;
Accuracy Levels (from best to worst)&lt;br /&gt;
&lt;br /&gt;
*are/feel certain that&lt;br /&gt;
*are/feel confident that&lt;br /&gt;
*think that&lt;br /&gt;
*believe that&lt;br /&gt;
*are pretty sure that&lt;br /&gt;
*think it is likely that&lt;br /&gt;
*estimate that&lt;br /&gt;
*guess that&lt;br /&gt;
*wonder if&lt;br /&gt;
&lt;br /&gt;
=Appraisal Values=&lt;br /&gt;
==Weapons==&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0||no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|1||dismal||1||5&lt;br /&gt;
|-&lt;br /&gt;
|2||poor||5||10&lt;br /&gt;
|-&lt;br /&gt;
|3||low||10||15&lt;br /&gt;
|-&lt;br /&gt;
|4||somewhat fair||15||20&lt;br /&gt;
|-&lt;br /&gt;
|5||fair||20||25&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat moderate||25||30&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate||30||35&lt;br /&gt;
|-&lt;br /&gt;
|8||somewhat heavy||35||40&lt;br /&gt;
|-&lt;br /&gt;
|9||heavy||40||45&lt;br /&gt;
|-&lt;br /&gt;
|10||very heavy||45||50&lt;br /&gt;
|-&lt;br /&gt;
|11||great||50||55&lt;br /&gt;
|-&lt;br /&gt;
|12||very great||55||60&lt;br /&gt;
|-&lt;br /&gt;
|13||severe||60||65&lt;br /&gt;
|-&lt;br /&gt;
|14||very severe||65||70&lt;br /&gt;
|-&lt;br /&gt;
|15||extreme||70||75&lt;br /&gt;
|-&lt;br /&gt;
|16||very extreme||75||??&lt;br /&gt;
|-&lt;br /&gt;
|17||mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|18||very mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|19||bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|20||very bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|21||devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|22||very devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|23||overwhelming||||&lt;br /&gt;
|-&lt;br /&gt;
|24||annihilating||||&lt;br /&gt;
|-&lt;br /&gt;
|25||obliterating||||&lt;br /&gt;
|-&lt;br /&gt;
|26||demolishing||||&lt;br /&gt;
|-&lt;br /&gt;
|27||catastrophic||||&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Balance/Power/FOI!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0 ||not&lt;br /&gt;
|-&lt;br /&gt;
|1 ||terribly&lt;br /&gt;
|-&lt;br /&gt;
|2 ||dismally&lt;br /&gt;
|-&lt;br /&gt;
|3 ||poorly&lt;br /&gt;
|-&lt;br /&gt;
|4 ||inadequately&lt;br /&gt;
|-&lt;br /&gt;
|5 ||fairly&lt;br /&gt;
|-&lt;br /&gt;
|6 ||decently&lt;br /&gt;
|-&lt;br /&gt;
|7 ||reasonably&lt;br /&gt;
|-&lt;br /&gt;
|8 ||soundly&lt;br /&gt;
|-&lt;br /&gt;
|9 ||well&lt;br /&gt;
|-&lt;br /&gt;
|10 ||very well&lt;br /&gt;
|-&lt;br /&gt;
|11 ||extremely well&lt;br /&gt;
|-&lt;br /&gt;
|12 ||exellently&lt;br /&gt;
|-&lt;br /&gt;
|13 ||superbly&lt;br /&gt;
|-&lt;br /&gt;
|14 ||incredibly&lt;br /&gt;
|-&lt;br /&gt;
|15 ||amazingly&lt;br /&gt;
|-&lt;br /&gt;
|16 ||unbelievably&lt;br /&gt;
|-&lt;br /&gt;
|17 ||perfectly&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The numerical values for damage were derived from Copernicus&#039; Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power.  Some information is still missing or incomplete.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Brawling Gear Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|a little||?||?&lt;br /&gt;
|-&lt;br /&gt;
|some||?||?&lt;br /&gt;
|-&lt;br /&gt;
|quite a bit||?||?&lt;br /&gt;
|-&lt;br /&gt;
|a lot||?||?&lt;br /&gt;
|}&lt;br /&gt;
There are two types of brawling damage.&lt;br /&gt;
:*If the damage stat does not end in &amp;quot;increase,&amp;quot; it replaces the standard stat-based damage and uses the brawling weapon scale.&lt;br /&gt;
:*If the damage stat ends in &amp;quot;increase,&amp;quot; the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons &amp;quot;don&#039;t seem to do much of anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Armor &amp;amp; Shield==&lt;br /&gt;
&lt;br /&gt;
===Hindrance===&lt;br /&gt;
&lt;br /&gt;
The hindrance system is slated for rewrite with armor changes. The rank values are those required to work maneuvering hindrance down to the lowest level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Though they use the same adjectives and order, a trivially hindering piece of armor does not hinder the same as a trivially hindering shield. The armor has more hindrance.&lt;br /&gt;
&lt;br /&gt;
* 4/15/09 - Minimally hindered is now within the range of Insignificant.  Unhindered truly means unhindered by your armor.&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Base Item Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||no&lt;br /&gt;
|-&lt;br /&gt;
|1||insignificant&lt;br /&gt;
|-&lt;br /&gt;
|2||trivial&lt;br /&gt;
|-&lt;br /&gt;
|3||light&lt;br /&gt;
|-&lt;br /&gt;
|4||minor&lt;br /&gt;
|-&lt;br /&gt;
|5||fair&lt;br /&gt;
|-&lt;br /&gt;
|6||mild&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate&lt;br /&gt;
|-&lt;br /&gt;
|8||noticeable&lt;br /&gt;
|-&lt;br /&gt;
|9||high&lt;br /&gt;
|-&lt;br /&gt;
|10||significant&lt;br /&gt;
|-&lt;br /&gt;
|11||great&lt;br /&gt;
|-&lt;br /&gt;
|12||extreme&lt;br /&gt;
|-&lt;br /&gt;
|13||debilitating&lt;br /&gt;
|-&lt;br /&gt;
|14||overwhelming&lt;br /&gt;
|-&lt;br /&gt;
|15||insane&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|Skill Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||unhindered&lt;br /&gt;
|-&lt;br /&gt;
|1||barely hindered&lt;br /&gt;
|-&lt;br /&gt;
|2||minimally hindered&lt;br /&gt;
|-&lt;br /&gt;
|3||insignificantly hindered&lt;br /&gt;
|-&lt;br /&gt;
|4||lightly hindered&lt;br /&gt;
|-&lt;br /&gt;
|5||fairly hindered&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat hindered&lt;br /&gt;
|-&lt;br /&gt;
|7||moderately hindered&lt;br /&gt;
|-&lt;br /&gt;
|8||rather hindered&lt;br /&gt;
|-&lt;br /&gt;
|9||very hindered&lt;br /&gt;
|-&lt;br /&gt;
|10||highly hindered&lt;br /&gt;
|-&lt;br /&gt;
|11||greatly hindered&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely hindered&lt;br /&gt;
|-&lt;br /&gt;
|13||overwhelmingly hindered&lt;br /&gt;
|-&lt;br /&gt;
|14||insanely hindered&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Protection and Absorption===&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Protection&lt;br /&gt;
|-&lt;br /&gt;
|1|| poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| low&lt;br /&gt;
|-&lt;br /&gt;
|3|| fair&lt;br /&gt;
|-&lt;br /&gt;
|4|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|5|| good&lt;br /&gt;
|-&lt;br /&gt;
|6|| very good&lt;br /&gt;
|-&lt;br /&gt;
|7|| high&lt;br /&gt;
|-&lt;br /&gt;
|8|| very high&lt;br /&gt;
|-&lt;br /&gt;
|9|| great&lt;br /&gt;
|-&lt;br /&gt;
|10|| very great&lt;br /&gt;
|-&lt;br /&gt;
|11|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|12|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|13|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|14|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|15|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Absorbance&lt;br /&gt;
|-&lt;br /&gt;
|1|| very poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| poor&lt;br /&gt;
|-&lt;br /&gt;
|3|| low&lt;br /&gt;
|-&lt;br /&gt;
|4|| somewhat fair&lt;br /&gt;
|-&lt;br /&gt;
|5|| fair&lt;br /&gt;
|-&lt;br /&gt;
|6|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|7|| good&lt;br /&gt;
|-&lt;br /&gt;
|8|| very good&lt;br /&gt;
|-&lt;br /&gt;
|9|| high&lt;br /&gt;
|-&lt;br /&gt;
|10|| very high&lt;br /&gt;
|-&lt;br /&gt;
|11|| great&lt;br /&gt;
|-&lt;br /&gt;
|12|| very great&lt;br /&gt;
|-&lt;br /&gt;
|13|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|14|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|15|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|16|| outstanding&lt;br /&gt;
|-&lt;br /&gt;
|17|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|18|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield Protection===&lt;br /&gt;
&lt;br /&gt;
There are two tiers of armor perception, requiring skill to get more detailed information. [[Paladin|Paladins]] always receive the more specific scale.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;Your experience with shields allows a better appraisal of the protection capabilities.&amp;quot; means you have received the more detailed appraisal.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||none&lt;br /&gt;
|-&lt;br /&gt;
|?||extremely terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||dismal&lt;br /&gt;
|-&lt;br /&gt;
|?||very poor&lt;br /&gt;
|-&lt;br /&gt;
|?||poor&lt;br /&gt;
|-&lt;br /&gt;
|?||rather low&lt;br /&gt;
|-&lt;br /&gt;
|?||low&lt;br /&gt;
|-&lt;br /&gt;
|?||fair&lt;br /&gt;
|-&lt;br /&gt;
|?||better than fair&lt;br /&gt;
|-&lt;br /&gt;
|?||moderate&lt;br /&gt;
|-&lt;br /&gt;
|?||moderately good&lt;br /&gt;
|-&lt;br /&gt;
|?||good&lt;br /&gt;
|-&lt;br /&gt;
|?||very good&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||high&lt;br /&gt;
|-&lt;br /&gt;
|?||very high&lt;br /&gt;
|-&lt;br /&gt;
|?||great&lt;br /&gt;
|-&lt;br /&gt;
|?||very great&lt;br /&gt;
|-&lt;br /&gt;
|?||exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||very exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||very impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||amazing&lt;br /&gt;
|-&lt;br /&gt;
|?||incredible&lt;br /&gt;
|-&lt;br /&gt;
|?||tremendous&lt;br /&gt;
|-&lt;br /&gt;
|?||unbelievable&lt;br /&gt;
|-&lt;br /&gt;
|?||god-like&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment Construction and Condition==&lt;br /&gt;
#extremely weak and easily damaged&lt;br /&gt;
#very delicate and easily damaged&lt;br /&gt;
#quite fragile and easily damaged&lt;br /&gt;
#rather flimsy and easily damaged&lt;br /&gt;
#particularly weak against damage&lt;br /&gt;
#somewhat unsound against damage&lt;br /&gt;
#appreciably susceptible to damage&lt;br /&gt;
#marginally vulnerable to damage&lt;br /&gt;
#of average construction&lt;br /&gt;
#a bit safeguarded against damage&lt;br /&gt;
#rather reinforced against damage&lt;br /&gt;
#quite guarded against damage&lt;br /&gt;
#highly protected against damage&lt;br /&gt;
#very strong against damage&lt;br /&gt;
#extremely resistant to damage&lt;br /&gt;
#unusually resilient to damage&lt;br /&gt;
#nearly impervious to damage&lt;br /&gt;
#practically invulnerable to damage&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Condition!!Min Health!!Max Health&lt;br /&gt;
|-&lt;br /&gt;
|in pristine condition||98%||100%&lt;br /&gt;
|-&lt;br /&gt;
|practically in mint condition||90%||97%&lt;br /&gt;
|-&lt;br /&gt;
|in good condition||80%||89%&lt;br /&gt;
|-&lt;br /&gt;
|rather scuffed up||70%||79%&lt;br /&gt;
|-&lt;br /&gt;
|some minor scratches||60%||69%&lt;br /&gt;
|-&lt;br /&gt;
|a few dents and dings||50%||59%&lt;br /&gt;
|-&lt;br /&gt;
|several unsightly notches||40%||49%&lt;br /&gt;
|-&lt;br /&gt;
|heavily scratched and notched||30%||39%&lt;br /&gt;
|-&lt;br /&gt;
|badly damaged||20%||29%&lt;br /&gt;
|-&lt;br /&gt;
|battered and practically destroyed||0%||19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature==&lt;br /&gt;
* Can start appraising creatures with 10 ranks of Appraisal.&lt;br /&gt;
* In order from low threat to high threat&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Difficulty!!Difference&lt;br /&gt;
|-&lt;br /&gt;
|completely beneath||&lt;br /&gt;
|-&lt;br /&gt;
|wipe the floor with||&lt;br /&gt;
|-&lt;br /&gt;
|tear to shreds||&lt;br /&gt;
|-&lt;br /&gt;
|you&#039;d kill quickly||&lt;br /&gt;
|-&lt;br /&gt;
|harmless||&lt;br /&gt;
|-&lt;br /&gt;
|very easy||&lt;br /&gt;
|-&lt;br /&gt;
|well beneath||&lt;br /&gt;
|-&lt;br /&gt;
|simple||&lt;br /&gt;
|-&lt;br /&gt;
|easy||&lt;br /&gt;
|-&lt;br /&gt;
|relatively easy||&lt;br /&gt;
|-&lt;br /&gt;
|definitely less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|slightly less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;worthy&#039;&#039;&#039;||Perfectly at range ??&lt;br /&gt;
|-&lt;br /&gt;
|something in your skill range||&lt;br /&gt;
|-&lt;br /&gt;
|challenging||&lt;br /&gt;
|-&lt;br /&gt;
|solid||&lt;br /&gt;
|-&lt;br /&gt;
|difficult||&lt;br /&gt;
|-&lt;br /&gt;
|rather difficult||&lt;br /&gt;
|-&lt;br /&gt;
|quite difficult||&lt;br /&gt;
|-&lt;br /&gt;
|very difficult||&lt;br /&gt;
|-&lt;br /&gt;
|truly skilled||&lt;br /&gt;
|-&lt;br /&gt;
|well above||&lt;br /&gt;
|-&lt;br /&gt;
|couldn&#039;t hope to hurt||&lt;br /&gt;
|-&lt;br /&gt;
|master that&#039;s well beyond||&lt;br /&gt;
|-&lt;br /&gt;
|mythical being||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Strength!!Min Difference!!Max Difference!!!! Agility / Reflex!!Min Difference!!Max Difference&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal less||?||-30&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly||-29||-25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit less||-24||-20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely less||-19||-15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Rather less||-14||?&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat less||-10||-6&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Not quite||-5||-1&lt;br /&gt;
|-&lt;br /&gt;
|||||||||&#039;&#039;&#039;About as&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|||||||||A little more||1||5&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat more||6||10&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely more||11||15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit more||16||20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly more||21||25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal more||30||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
* healthy&lt;br /&gt;
* slightly battered&lt;br /&gt;
* battered&lt;br /&gt;
* beat up&lt;br /&gt;
* very beat up&lt;br /&gt;
* extremely beat up&lt;br /&gt;
* bad shape&lt;br /&gt;
* very bad shape&lt;br /&gt;
* extremely bad shape&lt;br /&gt;
* death&#039;s door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Health!!!! Injury&lt;br /&gt;
|-&lt;br /&gt;
|Dead||||?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minor Wound&amp;quot; with bleeding injury&lt;br /&gt;
&amp;quot;Major Wound&amp;quot; occurred with badly bleeding injury.&lt;br /&gt;
&lt;br /&gt;
==Cambrinth==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Capacity!!Verbal Description&lt;br /&gt;
|-&lt;br /&gt;
|4-20||very lttle mana&lt;br /&gt;
|-&lt;br /&gt;
|30-50||a little mana&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;108||a moderate amount of mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
# exceptionally well, but you probably won&#039;t be landing many blows.&lt;br /&gt;
# very well&lt;br /&gt;
# rather well&lt;br /&gt;
# acceptably&lt;br /&gt;
# somewhat poorly&lt;br /&gt;
# quite badly&lt;br /&gt;
&lt;br /&gt;
==Climbing and Swimming==&lt;br /&gt;
&lt;br /&gt;
===Scripts and Settings===&lt;br /&gt;
*[[See &#039;n Say Appraisal (script)]]: Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in IC and OOC ways&lt;br /&gt;
*[[See &#039;n Say Comparison (script)]]: Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.&lt;br /&gt;
*[http://www.genieclient.com/bulletin/index.php?app=downloads&amp;amp;showfile=15 Numerical Appraisal Subs]: Genie subs that add a numerical description to the verbal appraisal output for damage, balance/suitability, protection, hindrance, construction, and condition.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{com|analyze}}&lt;br /&gt;
*[[Trader&#039;s Scale]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Lore Skillset,Skills}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Gold_hip-chain_of_ruby_and_sunstone_charms_interspersed_with_tiny_bells&amp;diff=383413</id>
		<title>Item:Gold hip-chain of ruby and sunstone charms interspersed with tiny bells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Gold_hip-chain_of_ruby_and_sunstone_charms_interspersed_with_tiny_bells&amp;diff=383413"/>
		<updated>2014-11-16T13:42:26Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: Created page with &amp;quot;{{Item |noun=hip-chain |look=Gold links form a double chain holding a series of alternating ruby and sunstone charms cut into faceted star shapes.  Tiny bells strung between e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=hip-chain&lt;br /&gt;
|look=Gold links form a double chain holding a series of alternating ruby and sunstone charms cut into faceted star shapes.  Tiny bells strung between each charm jingle musically when tapped together.&lt;br /&gt;
|wearloc=waist&lt;br /&gt;
|weight=10&lt;br /&gt;
|appcost=68750&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
It appears that you may do the following with your gold hip-chain: SHAKE, CLEAN, TAP, TRACE and TURN it.&lt;br /&gt;
&lt;br /&gt;
(while worn)&lt;br /&gt;
&lt;br /&gt;
shake hip&lt;br /&gt;
&lt;br /&gt;
You shake your hips, ringing the bells on your hip-chain.&lt;br /&gt;
&lt;br /&gt;
clean hip&lt;br /&gt;
&lt;br /&gt;
You buff one of the bells on your gold hip-chain carefully, polishing it to a shine.&lt;br /&gt;
&lt;br /&gt;
tap hip&lt;br /&gt;
&lt;br /&gt;
You gently tap one of the bells on your gold hip-chain, listening to it chime.&lt;br /&gt;
&lt;br /&gt;
trace hip&lt;br /&gt;
&lt;br /&gt;
You delicately trace the edges of the bells on your gold hip-chain, creating a soft ripple of sound.&lt;br /&gt;
&lt;br /&gt;
turn hip&lt;br /&gt;
&lt;br /&gt;
You absently toy with your gold hip-chain, causing the bells to whisper a few soft notes.&lt;br /&gt;
&lt;br /&gt;
(while held)&lt;br /&gt;
&lt;br /&gt;
shake hip&lt;br /&gt;
&lt;br /&gt;
You shake your gold hip-chain rhythmically.&lt;br /&gt;
&lt;br /&gt;
clean hip&lt;br /&gt;
&lt;br /&gt;
You buff one of the bells on your gold hip-chain carefully, polishing it to a shine.&lt;br /&gt;
&lt;br /&gt;
tap hip&lt;br /&gt;
&lt;br /&gt;
You gently tap one of the bells on your gold hip-chain, listening to it chime.&lt;br /&gt;
&lt;br /&gt;
trace hip&lt;br /&gt;
&lt;br /&gt;
You delicately trace the edges of the bells on your gold hip-chain, creating a soft ripple of sound.&lt;br /&gt;
&lt;br /&gt;
turn hip&lt;br /&gt;
&lt;br /&gt;
You absently toy with your gold hip-chain, causing the bells to whisper a few soft notes.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Diopside-eyed_cambrinth_king_snake&amp;diff=382950</id>
		<title>Item:Diopside-eyed cambrinth king snake</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Diopside-eyed_cambrinth_king_snake&amp;diff=382950"/>
		<updated>2014-11-15T09:00:43Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=snake&lt;br /&gt;
|look=You see nothing unusual.&lt;br /&gt;
|MTag=Cambrinth&lt;br /&gt;
|STag=Snake&lt;br /&gt;
|type=cambrinth, magic&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=12500&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|source=Darkbox Prize&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|maxcharge=32&lt;br /&gt;
|itype=Cambrinth&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=379128</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=379128"/>
		<updated>2014-10-30T10:18:44Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* General Walkthrough after Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
In addition to various other NPC races, there are 11 playable races: [[Human]], [[Elf]], [[Dwarf]], [[Elothean]], [[Gor&#039;Tog]], [[Halfling]], [[S&#039;Kra Mur]], [[Rakash]], [[Prydaen]], [[Gnome]], and [[Kaldar]].  &lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
If you were wondering why you didn&#039;t get to choose what class your character is during character creation, it&#039;s because DragonRealms treats character class a little differently.  Instead of character classes, characters in DragonRealms join guilds.  All characters start as Commoners.  Then, you can choose to join one of the 11 guilds in Elanthia: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], and [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to 9 of the guilds.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
&lt;br /&gt;
TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need tome time afterwards for everything to really sink in.&lt;br /&gt;
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The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
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Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
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===[[Circle|Character Advancement]]===&lt;br /&gt;
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In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
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===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
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For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
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&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
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===[[Damage|Health]]===&lt;br /&gt;
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Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
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Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
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In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
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===[[Currency|Money]]===&lt;br /&gt;
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Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
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Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
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===[[Death]] and [[Favors]]===&lt;br /&gt;
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At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own.  &lt;br /&gt;
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Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
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For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
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To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
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The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
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==Helpful Terminology==&lt;br /&gt;
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In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
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&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
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&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
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&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
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==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
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For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
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This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
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Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
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Targeted Magic is trained the same way, but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
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The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
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&amp;gt;target ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
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&amp;gt;prep ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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&amp;gt;targ head&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
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This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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Some spells can additionally be targeted at the area around the caster, or specifically only at hostile creatures. &lt;br /&gt;
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To target all other targets in the area, &lt;br /&gt;
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&amp;gt;targ area - *NOTE* This will strike all targets in the area except the caster. This can include other players, and can get you in trouble with the local authorities (or with game staff).&lt;br /&gt;
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To target only hostile creatures in the area,&lt;br /&gt;
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&amp;gt;target creatures - This will strike all hostile creatures in the area, whether they are engaged to you in combat or not. This is like targeting or casting at the area, only it will never hit players.&lt;br /&gt;
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It should be noted that other spells, which are not targeted may sometimes be selectively cast as well. Many spells with area effects can be told to target everything in an area or only hostile creatures by using either&lt;br /&gt;
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&amp;gt;CAST AREA or &amp;gt;CAST CREATURES&lt;br /&gt;
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====Targeted Spells====&lt;br /&gt;
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Targeted Magic spells are all spells allow a TARGETing matrix to be formed. They deal damage, typically some combination of elemental types (fire, cold, electrical) and/or physical types (slice, puncture, impact), and can in some ways be thought of as a weapon. Instead of swinging a sword, you fling fire bolts at your opponent. In order to train Targeted Magic, you need to be able to deal damage to a target of appropriate difficulty.&lt;br /&gt;
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====Debilitation Spells====&lt;br /&gt;
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[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]]. In order to train Debilitation, you need to be able to cast on a target of appropriate difficulty.&lt;br /&gt;
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====Augmentation Spells====&lt;br /&gt;
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Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something. In order to train Augmentation, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Utility Spells====&lt;br /&gt;
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Utility Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
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Utility spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like Augmentation spells. In order to train Utility, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Warding Spells====&lt;br /&gt;
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Warding spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc. In order to train Warding, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Arcana====&lt;br /&gt;
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Arcana is the skill of magical item use. The two most common items are Runestones, which are consumable holders of spells, and Cambrinth items, which act as a mana battery. When you start, you&#039;ll want to FOCUS on runestones to begin your training, though you&#039;ll quickly advance to being able to CHARGE Cambrinth rings. Once you&#039;ve charged a bit of mana into a Cambrinth item, you can INVOKE the item to prepare it to discharge the stored mana into your next spell. Focusing runes and Charging cambrinth items will train Arcana.&lt;br /&gt;
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====Attunement====&lt;br /&gt;
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Attunement is your ability to detect mana for your use. With enough skill, you&#039;ll be able to tell if there is more or less mana in adjacent rooms, and at the higher range of skill, you&#039;ll be able to perceive what those mana levels are. This is trained by PERCEIVE&#039;ing in a room, each room on a roughly 8 minute timer. To train, people will often do what is referred to as &#039;power walking&#039;, wherein they run circuits around a town, PERCEIVE&#039;ing the mana in each room.&lt;br /&gt;
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====[[Ritual_spells|Ritual Spells]]====&lt;br /&gt;
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Most magic using professions will eventually encounter a [[ritual_spells|Ritual Spell]]. These are incredibly complex spells with immense mana costs that last much longer than normal spells which also require physical components to cast. While many of these won&#039;t be available for some time, there are some such as [[Seal_cambrinth|Seal Cambrinth]] (SEC) that can be cast right away. Ritual spells can theoretically fall under any magic skill, though Augmentation and Utility are the only examples currently.&lt;br /&gt;
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While at first a Mana cost of 50 seems absurdly high, INVOKing the proper Focus item will ease the burden considerably, and you will find that even the youngest of mages can succeed.&lt;br /&gt;
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====[[Magicl_feats|Magical Feats]]====&lt;br /&gt;
Feats provide many passive enhancements to spellcasting. Every magic-using guild starts with at least one feat, and you can purchase others as you meet the requirements and have available spell slots. Each costs 1 spell slot.&lt;br /&gt;
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====Barbarian &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
====Thief &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
===Combat Overview===&lt;br /&gt;
Placeholder.&lt;br /&gt;
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==General Walkthrough after Character Creation==&lt;br /&gt;
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===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
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Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
&lt;br /&gt;
Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
&lt;br /&gt;
Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
&lt;br /&gt;
Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
&lt;br /&gt;
===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
&lt;br /&gt;
===Your First Coins===&lt;br /&gt;
If you decided to start in Crossing, there is a peddler named Mags that you may want to visit.  [[Mags]] recognizes characters new to crossing, and will give them coins in exchange for bringing her branches.  The closest place to find branches is outside the Northeast Gate, so I would suggest heading there.  First, though, I would suggest going by [[Berolt&#039;s Dry Goods]] (DIR general store) and replacing your starting pack with a slightly larger backpack.   Note that you can only wear one thing on your back at a time.  &lt;br /&gt;
&lt;br /&gt;
New bag in hand (on your back), it&#039;s time to head to the Northeast gate, which you can find using DIR Northeast gate.  Once you are outside the gate (the area description will start with &amp;quot;Northeast Wilds&amp;quot;), you can start foraging for branches with the FORAGE command by typing FORAGE BRANCH.  Put as many branches in your backpack as you can carry, and then it&#039;s time to go back to Mags.  Mags can be found outside the Reflex training academy, which you can find with DIR REFLEX.  Mags is waiting right outside, so either stop when the directions prompt you to GO REFLEX, or go in and then step back out.  Mags will accept branches individually, or you can remove your backpack and GIVE BACKPACK TO MAGS.  She will take out all the branches and give you between 1 and 2 bronze per branch.  New characters can earn around 2 gold kronars in total by giving branches to Mags before she tells you that you need to move on in your adventuring career.&lt;br /&gt;
&lt;br /&gt;
In Riverhaven, there is also a peddler named Maisie that will exchange coins for branches.&lt;br /&gt;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===Basic and Advanced Search===&lt;br /&gt;
&lt;br /&gt;
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=379127</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=379127"/>
		<updated>2014-10-30T09:49:05Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
In addition to various other NPC races, there are 11 playable races: [[Human]], [[Elf]], [[Dwarf]], [[Elothean]], [[Gor&#039;Tog]], [[Halfling]], [[S&#039;Kra Mur]], [[Rakash]], [[Prydaen]], [[Gnome]], and [[Kaldar]].  &lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
If you were wondering why you didn&#039;t get to choose what class your character is during character creation, it&#039;s because DragonRealms treats character class a little differently.  Instead of character classes, characters in DragonRealms join guilds.  All characters start as Commoners.  Then, you can choose to join one of the 11 guilds in Elanthia: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], and [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to 9 of the guilds.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
&lt;br /&gt;
TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need tome time afterwards for everything to really sink in.&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
&lt;br /&gt;
===[[Circle|Character Advancement]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
&lt;br /&gt;
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Health]]===&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Money]]===&lt;br /&gt;
&lt;br /&gt;
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
&lt;br /&gt;
Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
&lt;br /&gt;
===[[Death]] and [[Favors]]===&lt;br /&gt;
&lt;br /&gt;
At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own.  &lt;br /&gt;
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Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
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For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
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To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
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The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
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==Helpful Terminology==&lt;br /&gt;
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In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
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&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
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&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
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&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
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==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
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For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
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This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
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Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
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Targeted Magic is trained the same way, but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
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The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
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&amp;gt;target ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
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&amp;gt;prep ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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&amp;gt;targ head&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
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This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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Some spells can additionally be targeted at the area around the caster, or specifically only at hostile creatures. &lt;br /&gt;
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To target all other targets in the area, &lt;br /&gt;
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&amp;gt;targ area - *NOTE* This will strike all targets in the area except the caster. This can include other players, and can get you in trouble with the local authorities (or with game staff).&lt;br /&gt;
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To target only hostile creatures in the area,&lt;br /&gt;
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&amp;gt;target creatures - This will strike all hostile creatures in the area, whether they are engaged to you in combat or not. This is like targeting or casting at the area, only it will never hit players.&lt;br /&gt;
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It should be noted that other spells, which are not targeted may sometimes be selectively cast as well. Many spells with area effects can be told to target everything in an area or only hostile creatures by using either&lt;br /&gt;
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&amp;gt;CAST AREA or &amp;gt;CAST CREATURES&lt;br /&gt;
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====Targeted Spells====&lt;br /&gt;
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Targeted Magic spells are all spells allow a TARGETing matrix to be formed. They deal damage, typically some combination of elemental types (fire, cold, electrical) and/or physical types (slice, puncture, impact), and can in some ways be thought of as a weapon. Instead of swinging a sword, you fling fire bolts at your opponent. In order to train Targeted Magic, you need to be able to deal damage to a target of appropriate difficulty.&lt;br /&gt;
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====Debilitation Spells====&lt;br /&gt;
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[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]]. In order to train Debilitation, you need to be able to cast on a target of appropriate difficulty.&lt;br /&gt;
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====Augmentation Spells====&lt;br /&gt;
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Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something. In order to train Augmentation, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Utility Spells====&lt;br /&gt;
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Utility Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
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Utility spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like Augmentation spells. In order to train Utility, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Warding Spells====&lt;br /&gt;
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Warding spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc. In order to train Warding, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Arcana====&lt;br /&gt;
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Arcana is the skill of magical item use. The two most common items are Runestones, which are consumable holders of spells, and Cambrinth items, which act as a mana battery. When you start, you&#039;ll want to FOCUS on runestones to begin your training, though you&#039;ll quickly advance to being able to CHARGE Cambrinth rings. Once you&#039;ve charged a bit of mana into a Cambrinth item, you can INVOKE the item to prepare it to discharge the stored mana into your next spell. Focusing runes and Charging cambrinth items will train Arcana.&lt;br /&gt;
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====Attunement====&lt;br /&gt;
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Attunement is your ability to detect mana for your use. With enough skill, you&#039;ll be able to tell if there is more or less mana in adjacent rooms, and at the higher range of skill, you&#039;ll be able to perceive what those mana levels are. This is trained by PERCEIVE&#039;ing in a room, each room on a roughly 8 minute timer. To train, people will often do what is referred to as &#039;power walking&#039;, wherein they run circuits around a town, PERCEIVE&#039;ing the mana in each room.&lt;br /&gt;
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====[[Ritual_spells|Ritual Spells]]====&lt;br /&gt;
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Most magic using professions will eventually encounter a [[ritual_spells|Ritual Spell]]. These are incredibly complex spells with immense mana costs that last much longer than normal spells which also require physical components to cast. While many of these won&#039;t be available for some time, there are some such as [[Seal_cambrinth|Seal Cambrinth]] (SEC) that can be cast right away. Ritual spells can theoretically fall under any magic skill, though Augmentation and Utility are the only examples currently.&lt;br /&gt;
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While at first a Mana cost of 50 seems absurdly high, INVOKing the proper Focus item will ease the burden considerably, and you will find that even the youngest of mages can succeed.&lt;br /&gt;
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====[[Magicl_feats|Magical Feats]]====&lt;br /&gt;
Feats provide many passive enhancements to spellcasting. Every magic-using guild starts with at least one feat, and you can purchase others as you meet the requirements and have available spell slots. Each costs 1 spell slot.&lt;br /&gt;
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====Barbarian &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
====Thief &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
===Combat Overview===&lt;br /&gt;
Placeholder.&lt;br /&gt;
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==General Walkthrough after Character Creation==&lt;br /&gt;
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===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
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Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
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Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
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Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
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===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
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Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
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===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
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==How to Search Elanthipedia==&lt;br /&gt;
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===Basic and Advanced Search===&lt;br /&gt;
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Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
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===Special Queries===&lt;br /&gt;
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In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378985</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378985"/>
		<updated>2014-10-29T23:52:25Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Death and Favors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
In addition to various other NPC races, there are 11 playable races: [[Human]], [[Elf]], [[Dwarf]], [[Elothean]], [[Gor&#039;Tog]], [[Halfling]], [[S&#039;Kra Mur]], [[Rakash]], [[Prydaen]], [[Gnome]], and [[Kaldar]].  &lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
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===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
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TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]].&lt;br /&gt;
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===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need tome time afterwards for everything to really sink in.&lt;br /&gt;
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The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
&lt;br /&gt;
===[[Circle|Character Advancement]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
&lt;br /&gt;
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Health]]===&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
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===[[Currency|Money]]===&lt;br /&gt;
&lt;br /&gt;
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
&lt;br /&gt;
Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
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===[[Death]] and [[Favors]]===&lt;br /&gt;
&lt;br /&gt;
At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own.  &lt;br /&gt;
&lt;br /&gt;
Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
&lt;br /&gt;
For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
&lt;br /&gt;
To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
&lt;br /&gt;
The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
&lt;br /&gt;
==Helpful Terminology==&lt;br /&gt;
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In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
&lt;br /&gt;
As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
&lt;br /&gt;
* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
&lt;br /&gt;
I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
&lt;br /&gt;
For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
&lt;br /&gt;
This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
&lt;br /&gt;
Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
&lt;br /&gt;
Targeted Magic is trained the same way, but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
&lt;br /&gt;
The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;target ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
&lt;br /&gt;
You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;targ head&lt;br /&gt;
&lt;br /&gt;
You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
&lt;br /&gt;
Some spells can additionally be targeted at the area around the caster, or specifically only at hostile creatures. &lt;br /&gt;
&lt;br /&gt;
To target all other targets in the area, &lt;br /&gt;
&lt;br /&gt;
&amp;gt;targ area - *NOTE* This will strike all targets in the area except the caster. This can include other players, and can get you in trouble with the local authorities (or with game staff).&lt;br /&gt;
&lt;br /&gt;
To target only hostile creatures in the area,&lt;br /&gt;
&lt;br /&gt;
&amp;gt;target creatures - This will strike all hostile creatures in the area, whether they are engaged to you in combat or not. This is like targeting or casting at the area, only it will never hit players.&lt;br /&gt;
&lt;br /&gt;
It should be noted that other spells, which are not targeted may sometimes be selectively cast as well. Many spells with area effects can be told to target everything in an area or only hostile creatures by using either&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CAST AREA or &amp;gt;CAST CREATURES&lt;br /&gt;
&lt;br /&gt;
Attunement is another magic skill used only by the &#039;magic using&#039; guilds. Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the [[Perceive_command|PERCEIVE]] command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a &#039;Power Walk&#039;. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- Taken from [[War Mage Newbie Guide]], primarily written by ORBITAL303 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Targeted Spells====&lt;br /&gt;
&lt;br /&gt;
Targeted Magic spells are all spells allow a TARGETing matrix to be formed. They deal damage, typically some combination of elemental types (fire, cold, electrical) and/or physical types (slice, puncture, impact), and can in some ways be thought of as a weapon. Instead of swinging a sword, you fling fire bolts at your opponent. In order to train Targeted Magic, you need to be able to deal damage to a target of appropriate difficulty.&lt;br /&gt;
&lt;br /&gt;
====Debilitation Spells====&lt;br /&gt;
&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]]. In order to train Debilitation, you need to be able to cast on a target of appropriate difficulty.&lt;br /&gt;
&lt;br /&gt;
====Augmentation Spells====&lt;br /&gt;
&lt;br /&gt;
Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something. In order to train Augmentation, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Utility Spells====&lt;br /&gt;
&lt;br /&gt;
Utility Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
&lt;br /&gt;
Utility spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like Augmentation spells. In order to train Utility, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Warding Spells====&lt;br /&gt;
&lt;br /&gt;
Warding spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc. In order to train Warding, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Arcana====&lt;br /&gt;
&lt;br /&gt;
Arcana is the skill of magical item use. The two most common items are Runestones, which are consumable holders of spells, and Cambrinth items, which act as a mana battery. When you start, you&#039;ll want to FOCUS on runestones to begin your training, though you&#039;ll quickly advance to being able to CHARGE Cambrinth rings. Once you&#039;ve charged a bit of mana into a Cambrinth item, you can INVOKE the item to prepare it to discharge the stored mana into your next spell. Focusing runes and Charging cambrinth items will train Arcana.&lt;br /&gt;
&lt;br /&gt;
====Attunement====&lt;br /&gt;
&lt;br /&gt;
Attunement is your ability to detect mana for your use. With enough skill, you&#039;ll be able to tell if there is more or less mana in adjacent rooms, and at the higher range of skill, you&#039;ll be able to perceive what those mana levels are. This is trained by PERCEIVE&#039;ing in a room, each room on a roughly 8 minute timer. To train, people will often do what is referred to as &#039;power walking&#039;, wherein they run circuits around a town, PERCEIVE&#039;ing the mana in each room.&lt;br /&gt;
&lt;br /&gt;
====Barbarian &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
====Thief &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
====Combat Overview====&lt;br /&gt;
Placeholder.&lt;br /&gt;
&lt;br /&gt;
==General Walkthrough after Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
&lt;br /&gt;
Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
&lt;br /&gt;
Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
&lt;br /&gt;
Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
&lt;br /&gt;
===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===Basic and Advanced Search===&lt;br /&gt;
&lt;br /&gt;
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378984</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378984"/>
		<updated>2014-10-29T23:50:16Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
In addition to various other NPC races, there are 11 playable races: [[Human]], [[Elf]], [[Dwarf]], [[Elothean]], [[Gor&#039;Tog]], [[Halfling]], [[S&#039;Kra Mur]], [[Rakash]], [[Prydaen]], [[Gnome]], and [[Kaldar]].  &lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
&lt;br /&gt;
TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need tome time afterwards for everything to really sink in.&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
&lt;br /&gt;
===[[Circle|Character Advancement]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
&lt;br /&gt;
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Health]]===&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
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===[[Currency|Money]]===&lt;br /&gt;
&lt;br /&gt;
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
&lt;br /&gt;
Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
&lt;br /&gt;
===[[Death]] and [[Favors]]===&lt;br /&gt;
&lt;br /&gt;
At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, but you are unable to move on your own, but other players can DRAG you.  &lt;br /&gt;
&lt;br /&gt;
Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
&lt;br /&gt;
For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
&lt;br /&gt;
To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
&lt;br /&gt;
The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
&lt;br /&gt;
==Helpful Terminology==&lt;br /&gt;
&lt;br /&gt;
In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
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&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
&lt;br /&gt;
For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
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This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
&lt;br /&gt;
Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
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Targeted Magic is trained the same way, but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
&lt;br /&gt;
The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;target ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
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&amp;gt;prep ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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&amp;gt;targ head&lt;br /&gt;
&lt;br /&gt;
You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
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This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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Some spells can additionally be targeted at the area around the caster, or specifically only at hostile creatures. &lt;br /&gt;
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To target all other targets in the area, &lt;br /&gt;
&lt;br /&gt;
&amp;gt;targ area - *NOTE* This will strike all targets in the area except the caster. This can include other players, and can get you in trouble with the local authorities (or with game staff).&lt;br /&gt;
&lt;br /&gt;
To target only hostile creatures in the area,&lt;br /&gt;
&lt;br /&gt;
&amp;gt;target creatures - This will strike all hostile creatures in the area, whether they are engaged to you in combat or not. This is like targeting or casting at the area, only it will never hit players.&lt;br /&gt;
&lt;br /&gt;
It should be noted that other spells, which are not targeted may sometimes be selectively cast as well. Many spells with area effects can be told to target everything in an area or only hostile creatures by using either&lt;br /&gt;
&lt;br /&gt;
&amp;gt;CAST AREA or &amp;gt;CAST CREATURES&lt;br /&gt;
&lt;br /&gt;
Attunement is another magic skill used only by the &#039;magic using&#039; guilds. Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the [[Perceive_command|PERCEIVE]] command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a &#039;Power Walk&#039;. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- Taken from [[War Mage Newbie Guide]], primarily written by ORBITAL303 --&amp;gt;&lt;br /&gt;
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====Targeted Spells====&lt;br /&gt;
&lt;br /&gt;
Targeted Magic spells are all spells allow a TARGETing matrix to be formed. They deal damage, typically some combination of elemental types (fire, cold, electrical) and/or physical types (slice, puncture, impact), and can in some ways be thought of as a weapon. Instead of swinging a sword, you fling fire bolts at your opponent. In order to train Targeted Magic, you need to be able to deal damage to a target of appropriate difficulty.&lt;br /&gt;
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====Debilitation Spells====&lt;br /&gt;
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[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]]. In order to train Debilitation, you need to be able to cast on a target of appropriate difficulty.&lt;br /&gt;
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====Augmentation Spells====&lt;br /&gt;
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Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something. In order to train Augmentation, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Utility Spells====&lt;br /&gt;
&lt;br /&gt;
Utility Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
&lt;br /&gt;
Utility spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like Augmentation spells. In order to train Utility, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Warding Spells====&lt;br /&gt;
&lt;br /&gt;
Warding spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc. In order to train Warding, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
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====Arcana====&lt;br /&gt;
&lt;br /&gt;
Arcana is the skill of magical item use. The two most common items are Runestones, which are consumable holders of spells, and Cambrinth items, which act as a mana battery. When you start, you&#039;ll want to FOCUS on runestones to begin your training, though you&#039;ll quickly advance to being able to CHARGE Cambrinth rings. Once you&#039;ve charged a bit of mana into a Cambrinth item, you can INVOKE the item to prepare it to discharge the stored mana into your next spell. Focusing runes and Charging cambrinth items will train Arcana.&lt;br /&gt;
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====Attunement====&lt;br /&gt;
&lt;br /&gt;
Attunement is your ability to detect mana for your use. With enough skill, you&#039;ll be able to tell if there is more or less mana in adjacent rooms, and at the higher range of skill, you&#039;ll be able to perceive what those mana levels are. This is trained by PERCEIVE&#039;ing in a room, each room on a roughly 8 minute timer. To train, people will often do what is referred to as &#039;power walking&#039;, wherein they run circuits around a town, PERCEIVE&#039;ing the mana in each room.&lt;br /&gt;
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====Barbarian &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
====Thief &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
====Combat Overview====&lt;br /&gt;
Placeholder.&lt;br /&gt;
&lt;br /&gt;
==General Walkthrough after Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
&lt;br /&gt;
Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
&lt;br /&gt;
Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
&lt;br /&gt;
Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
&lt;br /&gt;
===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===Basic and Advanced Search===&lt;br /&gt;
&lt;br /&gt;
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:ASTARIN1/Sandbox&amp;diff=378716</id>
		<title>User:ASTARIN1/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:ASTARIN1/Sandbox&amp;diff=378716"/>
		<updated>2014-10-29T00:16:20Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: Created page with &amp;quot;==Death and Favors==  At some point, death comes to everyone in Elanthia.  Death isn&amp;#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Death and Favors==&lt;br /&gt;
&lt;br /&gt;
At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of vitality, a loss of spirit health, or having a critical body part sufficiently damaged or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, but you are unable to move on your own, but other players can DRAG you.  &lt;br /&gt;
&lt;br /&gt;
Your character can come back to life a few different ways.  The two most common are for a cleric to resurrect you, or for your character to DEPART.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the DEPART command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378715</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378715"/>
		<updated>2014-10-29T00:16:08Z</updated>

		<summary type="html">&lt;p&gt;ASTARIN1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;PERSON&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a guy named Bob, and you wanted to wave at him, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;WAVE BOB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will also wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 11 playable races, more for NPC.  A character&#039;s race affects stats (TDP training cost) and mostly RP-elements (e.g. tail verbs for races with tails).  There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guilds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters start as commoners.  Then, there are 11 guilds that a player may choose to join.  How to join two of the guilds, Thieves and Necromancers, are considered puzzles.  It is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories, Armor, Lore, Magic, Survival, and Weapons.&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your guild. Each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
To see your total experience in all ranks, type EXPERIENCE ALL. To check your experience in a given skillset, type EXPERIENCE WEAPON, LORE, MAGIC, ARMOR, or SURVIVAL. You may also check an individual skills progress by typing EXPERIENCE LOCKSMITHING, for example to check Locksmithing. Typing EXPERIENCE will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 20 times. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes damage, which can be either external or internal, and fresh or scars.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&lt;br /&gt;
&lt;br /&gt;
==Helpful Terminology==&lt;br /&gt;
&lt;br /&gt;
In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
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&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
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==Death and Favors==&lt;br /&gt;
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At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of vitality, a loss of spirit health, or having a critical body part sufficiently damaged or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, but you are unable to move on your own, but other players can DRAG you.  &lt;br /&gt;
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Your character can come back to life a few different ways.  The two most common are for a cleric to resurrect you, or for your character to DEPART.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the DEPART command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
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In-character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
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It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the INFO or EXP command.&lt;br /&gt;
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One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
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==How to Search Elanthipedia==&lt;br /&gt;
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===Basic and Advanced Search===&lt;br /&gt;
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Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
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===Special Queries===&lt;br /&gt;
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In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
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{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>ASTARIN1</name></author>
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