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		<title>Avrenka</title>
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		<updated>2026-02-13T20:54:53Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Notes on Random Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate. Type SPELL STANCE 130 100 70 to get a little extra juice in your spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
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1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
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2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
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3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
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4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
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5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
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Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
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Warning: lots of math ahead.&lt;br /&gt;
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First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
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Ok. So here&#039;s an example:&lt;br /&gt;
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You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
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But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
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One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
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So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
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So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
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Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
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Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
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== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
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Yes parry stick balance makes a notable difference.&lt;br /&gt;
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Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
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Bonegrinder + SCO: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
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TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
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vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
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TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
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Moonmage TM spells vs t1 Xala&lt;br /&gt;
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* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
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Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
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TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
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Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
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SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
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* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
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Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
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Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
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* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
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Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
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* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;br /&gt;
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Light armor skill testing: it appears armor skill does make a difference. To-hit % seems to remain the same, but damage received from hits is slightly reduced with higher skill.&lt;br /&gt;
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* Light armor skill 511 vs 756: lost vit/hit 2.83 vs 2.10, and 0.54 vs 0.41, sample size ~400-650 per test&lt;br /&gt;
* DR-Kodius has said that Armor skill affects Absorb slightly, but Protection heavily -- meaning, Armor skill impacts small hits a lot more than big hits (i.e. PvE more than PvP)&lt;br /&gt;
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== Avrenka&#039;s Crappy Notes on Random Mechanics ==&lt;br /&gt;
* Accuracy affects dmg by as much as -80% penalty to 2x bonus (KODIUS)&lt;br /&gt;
* Damage bonus from rank disparity is capped at 2x (KODIUS)&lt;br /&gt;
* Sliding % of damage is given as wound damage. At &amp;gt; 80%, is very little. (KODIUS)&lt;br /&gt;
* It is possible to be dragged away from your own rogue moongate, and avoid death&lt;br /&gt;
* Many TM spells do not work in water&lt;br /&gt;
* Moongate in water no longer applies an AOE stun&lt;br /&gt;
* Conventional wisdom holds that grapple and analyze apply a Defensive Factor penalty. From my own experience, nerve damage applies a DF penalty as well. I wouldn&#039;t be surprised if Stun status also applies a DF penalty too.&lt;br /&gt;
* From my own experience, armor protection starts to deteriorate under 90% durability&lt;br /&gt;
* Many cyclics pulse every 18 seconds. RAGE, NAME, and REPR seem to pulse quite randomly (8-30 seconds).&lt;br /&gt;
* Herbs pulse every 30 seconds, 9 times, split between # of affected areas (i.e. limb remedy to multiple limb damage will heal multiples slower than chest remedy to chest damage)&lt;br /&gt;
* Gyres cannot be invoked while hidden/invis, so don&#039;t put an invis spell first into the gyre, then all the other spells won&#039;t invoke&lt;br /&gt;
* Certain spells can&#039;t be cast on others by non-native guild, like PSY and Uncurse&lt;br /&gt;
* Integrity barriers stack. So always combine LW with whatever, like AC, Shear, SP, WORM, etc. This makes it so your spells can go out (since LW doesn&#039;t affect it), but their spells can&#039;t go in. Shear and SP do not play nice with each other, I&#039;ve tried stacking them, doesn&#039;t work.&lt;br /&gt;
* Casting Blend breaks you out of group. Whole Displacement pulses break you out of group. Soul Bonding breaks you out of group, and prevents you from joining any groups at all while it&#039;s on you.&lt;br /&gt;
* Shift Moonbeam has a 2 zone limit.&lt;br /&gt;
* WT Arena multiplies your stats to equalize them to 800 points in total, but only for SvS purposes. So if you&#039;re wondering why you get hit harder than others, it might be cuz your Reflex and Stamina aren&#039;t 100 and theirs is. And if you&#039;re wondering why small players seem to always succeed their debils on you, it&#039;s probably cuz their mentals are way above their other stats.&lt;br /&gt;
* Tremor pulses 9 times (10 if you count the initial cast, which does hit) every 4-5 seconds. Spell ends in 42-44 seconds. Ending message does not hit.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688058</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688058"/>
		<updated>2026-02-13T20:41:12Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: &lt;/p&gt;
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&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
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A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
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== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
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Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
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Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
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Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
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== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
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&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
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1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
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2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
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3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
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4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
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5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
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6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
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7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
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8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
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9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
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10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
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11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
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12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate. Type SPELL STANCE 130 100 70 to get a little extra juice in your spells.&lt;br /&gt;
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&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
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Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
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-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
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Crucial Spells to get:&lt;br /&gt;
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1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
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2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
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3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
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4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
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5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
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6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
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7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
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8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
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9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
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Now feats:&lt;br /&gt;
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1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
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2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
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3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
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4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
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5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
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Advanced Spells to get:&lt;br /&gt;
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1 - RTR, this makes training Astro so much easier&lt;br /&gt;
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2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
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3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
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4 - TKSH, our best ward&lt;br /&gt;
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5 - IotS, extra stats is always useful&lt;br /&gt;
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6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
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7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
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8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
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Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
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If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
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Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
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Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
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Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
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Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
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&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
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Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
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Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
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See my crappy guide to PvP for more info.&lt;br /&gt;
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&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
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3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
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&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
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&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
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1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
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Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
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3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
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2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
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4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
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5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
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6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
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5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
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Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
&lt;br /&gt;
Bonegrinder + SCO: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
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vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
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TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
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TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
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&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
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&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
&lt;br /&gt;
* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Light armor skill testing: it appears armor skill does make a difference. To-hit % seems to remain the same, but damage received from hits is slightly reduced with higher skill.&lt;br /&gt;
&lt;br /&gt;
* Light armor skill 511 vs 756: lost vit/hit 2.83 vs 2.10, and 0.54 vs 0.41, sample size ~400-650 per test&lt;br /&gt;
* DR-Kodius has said that Armor skill affects Absorb slightly, but Protection heavily -- meaning, Armor skill impacts small hits a lot more than big hits (i.e. PvE more than PvP)&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Notes on Random Mechanics ==&lt;br /&gt;
* Accuracy affects dmg by as much as -80% penalty to 2x bonus (KODIUS)&lt;br /&gt;
* Damage bonus from rank disparity is capped at 2x (KODIUS)&lt;br /&gt;
* Sliding % of damage is given as wound damage. At &amp;gt; 80%, is very little. (KODIUS)&lt;br /&gt;
* It is possible to be dragged away from your own rogue moongate, and avoid death&lt;br /&gt;
* Many TM spells do not work in water&lt;br /&gt;
* Moongate in water no longer applies an AOE stun&lt;br /&gt;
* Conventional wisdom holds that grapple and analyze apply a Defensive Factor penalty. From my own experience, nerve damage applies a DF penalty as well. I wouldn&#039;t be surprised if Stun status also applies a DF penalty too.&lt;br /&gt;
* From my own experience, armor protection starts to deteriorate under 90% durability&lt;br /&gt;
* Many cyclics pulse every 18 seconds. RAGE, NAME, and REPR seem to pulse quite randomly (8-30 seconds).&lt;br /&gt;
* Herbs pulse every 30 seconds, 9 times, split between # of affected areas (i.e. limb remedy to multiple limb damage will heal multiples slower than chest remedy to chest damage)&lt;br /&gt;
* Gyres cannot be invoked while hidden/invis, so don&#039;t put an invis spell first into the gyre, then all the other spells won&#039;t invoke&lt;br /&gt;
* Certain spells can&#039;t be cast on others by non-native guild, like PSY and Uncurse&lt;br /&gt;
* Integrity barriers stack. So always combine LW with whatever, like AC, Shear, SP, WORM, etc. This makes it so your spells can go out (since LW doesn&#039;t affect it), but their spells can&#039;t go in. Shear and SP do not play nice with each other, I&#039;ve tried stacking them, doesn&#039;t work.&lt;br /&gt;
* Casting Blend breaks you out of group. Whole Displacement pulses break you out of group. Soul Bonding breaks you out of group, and prevents you from joining any groups at all while it&#039;s on you.&lt;br /&gt;
* Shift Moonbeam has a 2 zone limit.&lt;br /&gt;
* WT Arena multiplies your stats to equalize them to 800 points in total, but only for SvS purposes. So if you&#039;re wondering why you get hit harder than others, it might be cuz your Reflex and Stamina aren&#039;t 100 and theirs is. And if you&#039;re wondering why small players seem to always succeed their debils on you, it&#039;s probably cuz their mentals are way above their other stats.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blend&amp;diff=688057</id>
		<title>Blend</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blend&amp;diff=688057"/>
		<updated>2026-02-13T20:33:12Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Blend&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Wilderness Survival&lt;br /&gt;
|prereqs=[[Earth Meld]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Blend spell changes the color and texture of the magician and their equipment, granting almost perfect camoflauge.  While it works best in the wilderness, recent advances in the spell pattern have allowed for effective use while in urban areas as well.&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=Pulsing self-invisibility.&lt;br /&gt;
|messaging=You blend smoothly into your surroundings, making yourself unseen.&lt;br /&gt;
&lt;br /&gt;
You fade into view for all to see.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&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;
* Pulsing self-invisibility.&lt;br /&gt;
* You can move around with it, and use it in cities with some additional difficulty and increased pulse length (based on your personal wilderness level, adjusted by [[Memory of Nature]], in whatever room you happen to be standing in when the system needs to calculate a pulse).&lt;br /&gt;
* Breaks you out of whatever group you&#039;re in upon cast. Subsequent pulses do not break you out of group.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688043</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688043"/>
		<updated>2026-02-12T20:38:29Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
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2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
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6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
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7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
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Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
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Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
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Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
&lt;br /&gt;
Bonegrinder + SCO: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
&lt;br /&gt;
vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
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TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
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Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
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* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
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Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Light armor skill testing: it appears armor skill does make a difference. To-hit % seems to remain the same, but damage received from hits is slightly reduced with higher skill.&lt;br /&gt;
&lt;br /&gt;
* Light armor skill 511 vs 756: lost vit/hit 2.83 vs 2.10, and 0.54 vs 0.41, sample size ~400-650 per test&lt;br /&gt;
* DR-Kodius has said that Armor skill affects Absorb slightly, but Protection heavily -- meaning, Armor skill impacts small hits a lot more than big hits (i.e. PvE more than PvP)&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688042</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=688042"/>
		<updated>2026-02-12T05:25:50Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
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2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
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3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
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4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
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5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
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6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
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10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
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11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
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12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
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&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
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-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
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Crucial Spells to get:&lt;br /&gt;
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1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
&lt;br /&gt;
Bonegrinder + SCO: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
&lt;br /&gt;
vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
&lt;br /&gt;
TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
&lt;br /&gt;
* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Light armor skill testing: it appears armor skill does make a difference. To-hit % seems to remain the same, but damage received from hits is slightly reduced with higher skill.&lt;br /&gt;
&lt;br /&gt;
* Light armor skill 511 vs 756: lost vit/hit 2.83 vs 2.10, and 0.54 vs 0.41, sample size ~400-650 per test&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687998</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687998"/>
		<updated>2026-02-10T19:39:33Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
&lt;br /&gt;
Bonegrinder + SCO: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
&lt;br /&gt;
vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
&lt;br /&gt;
TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
&lt;br /&gt;
* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687997</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687997"/>
		<updated>2026-02-10T19:39:21Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
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3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
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4 - TKSH, our best ward&lt;br /&gt;
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5 - IotS, extra stats is always useful&lt;br /&gt;
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6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
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&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
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See my crappy guide to PvP for more info.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
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3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
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All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
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&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
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&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
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1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
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6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
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3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
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4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
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2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
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4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
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5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
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6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
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5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous) This test may be skewed by the fact that I am a moonmage, and my Evasion is always higher than my Parry/Shield and my stance is 100% evasion, so hindrance probably is more impactful for me.&lt;br /&gt;
&lt;br /&gt;
Bonegrinder: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
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vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
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TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
&lt;br /&gt;
* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687996</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687996"/>
		<updated>2026-02-10T19:38:16Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous)&lt;br /&gt;
&lt;br /&gt;
Bonegrinder: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala: No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
&lt;br /&gt;
vs t2 Xala: No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
&lt;br /&gt;
* PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
* Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
* each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10% (I&#039;m not sure about this)&lt;br /&gt;
* TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
&lt;br /&gt;
TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?) &lt;br /&gt;
&lt;br /&gt;
* I believe SvS contest equation is: (Attacker&#039;s Primary *4 + Secondary *2 + Tertiary) / (Defender&#039;s Primary *4 + Secondary *2 + Tertiary) - 1&lt;br /&gt;
** For example, 108/100/100 vs 100/100/100 = 4.6% advantage, which should grant about 90% success rate&lt;br /&gt;
* Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
* Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
* Max mana provides +20% boost&lt;br /&gt;
* Minimum success stun = 6 seconds (SHW)&lt;br /&gt;
* 30% advantage stun = 17 seconds (SHW)&lt;br /&gt;
* Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
* Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
* Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense.&lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
&lt;br /&gt;
* invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
* i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
&lt;br /&gt;
* Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
* Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
* Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
* higher armor density appears to always be beneficial&lt;br /&gt;
* reinforcing armor is almost always bad&lt;br /&gt;
* Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
* results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687995</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687995"/>
		<updated>2026-02-10T19:30:27Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
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Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
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Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
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Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
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-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
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-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
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-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
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See my crappy guide to PvP for more info.&lt;br /&gt;
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&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
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Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
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1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
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2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
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3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
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All the other sects are PvP neutral&lt;br /&gt;
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== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
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MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
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2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
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MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
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2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
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&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
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* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
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2 - 1v1s&lt;br /&gt;
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* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
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3 - Specific matchups:&lt;br /&gt;
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* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
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1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
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2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
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6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
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7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
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Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
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Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
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1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
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3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
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4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
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5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
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1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
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2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
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4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
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5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
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6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
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7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
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1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
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2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
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3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
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4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
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5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
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Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
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Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
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Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
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But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
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Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous)&lt;br /&gt;
&lt;br /&gt;
Bonegrinder: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
- vs t2 Xala No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
- PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
- Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
- each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10%.&lt;br /&gt;
- TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
- TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?)&lt;br /&gt;
- Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
- Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
- Max mana provides +20% boost&lt;br /&gt;
- Minimum success stun = 6 seconds&lt;br /&gt;
- 30% advantage stun = 17 seconds&lt;br /&gt;
- Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
- Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
- Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense. &lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
- invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
- i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
- Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
- Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
- Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
- higher armor density appears to always be beneficial&lt;br /&gt;
- reinforcing armor is almost always bad&lt;br /&gt;
- Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
- results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687994</id>
		<title>Avrenka</title>
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		<updated>2026-02-10T19:29:27Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: &lt;/p&gt;
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&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
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== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
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Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
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Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
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Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
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== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
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&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
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1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
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2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
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3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
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4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
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5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
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6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
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7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
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8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
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9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
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10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
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11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
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12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
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&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
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Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
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-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
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Crucial Spells to get:&lt;br /&gt;
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1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
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2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
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3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
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4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
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5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
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6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
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7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
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8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
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9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
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Now feats:&lt;br /&gt;
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1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
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2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
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3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
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4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
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5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
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Advanced Spells to get:&lt;br /&gt;
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1 - RTR, this makes training Astro so much easier&lt;br /&gt;
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2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
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3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
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4 - TKSH, our best ward&lt;br /&gt;
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5 - IotS, extra stats is always useful&lt;br /&gt;
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6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
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7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
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8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
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Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
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If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
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Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
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Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
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Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
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Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
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Gear you need to PvP:&lt;br /&gt;
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Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
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Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
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Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
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-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
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-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
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-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
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See my crappy guide to PvP for more info.&lt;br /&gt;
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&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
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Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
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1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
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2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
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3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
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All the other sects are PvP neutral&lt;br /&gt;
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== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
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MM Strengths:&lt;br /&gt;
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1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
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2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
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MM Weaknesses:&lt;br /&gt;
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1 - requires the most prep time&lt;br /&gt;
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2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
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&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
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1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
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* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
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2 - 1v1s&lt;br /&gt;
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* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
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3 - Specific matchups:&lt;br /&gt;
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* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
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1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
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2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - Best spells are IP (best hard stun), Tremor (best soft debil), HoT (for stripping wards), Bonegrinder (for best damage). If you can land it, HULP and WB.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
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6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
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7 - Moonblade - load with your 3 best debils. IP is always in there for me. I like to load MS last, since the 4 sorrow charges get used up fast, and MS replenishes them.&lt;br /&gt;
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As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
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Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
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Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
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1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
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3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
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4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
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5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill, and prevents wand usage. Use herbs, they help.&lt;br /&gt;
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&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
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1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
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2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
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4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
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5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
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6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
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7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears. Have ACM scripts ready (see: https://elanthipedia.play.net/Combat_maneuvers#Advanced_Combat_Maneuvers)&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
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1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage in the first minute of the fight. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliable method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Experiments ==&lt;br /&gt;
First, go check out Tambellis&#039; experiments: https://elanthipedia.play.net/Tambellis&lt;br /&gt;
&lt;br /&gt;
Yes parry stick balance makes a notable difference.&lt;br /&gt;
Shield hindrance seems to be a bit more important than shield protection. Fortuitous chance to block is even less impactful than shield protection. (If I had to guess, 1pt hindrance = 1.5 pts of protection = 3 pts of fortuitous)&lt;br /&gt;
&lt;br /&gt;
Bonegrinder: 75% instalock rate (86/115), 16% backlash rate (15/93)&lt;br /&gt;
&lt;br /&gt;
TM body part targeting accuracy: vs t1 Xala No target 94%, Legs 79%, Chest 94%, Abdomen 94%, Eyes 9%, Neck 34%, Head 69%&lt;br /&gt;
 - vs t2 Xala No target 49%, Chest 21%&lt;br /&gt;
&lt;br /&gt;
TM accuracy focus vs no focus, vs t2 Xala 85% hit rate vs 55% hit rate&lt;br /&gt;
&lt;br /&gt;
Moonmage TM spells vs t1 Xala&lt;br /&gt;
 - PD appears to have a decent accuracy penalty (67.4%) vs DO/TKT/unempowered Burn (84-87%). This is likely to offset the extra dmg that PD gets from being armor piercing.&lt;br /&gt;
 - Sorrow is even less accurate than PD (54.0%). Keep in mind, fully targeted spells get a +20% accuracy bonus, which Sorrow does not get.&lt;br /&gt;
 - each IFL source appears to slightly increase Burn accuracy. Conventional wisdom holds that each source increases accuracy &amp;amp; damage by 10%.&lt;br /&gt;
 - TM accuracy focus appears to give about a 25-30% accuracy boost to hit&lt;br /&gt;
&lt;br /&gt;
Punching no-target body part distribution: head 1.9%, eyes 1.6%, neck 3.2%, chest 18.4%, abdomen 8.9%, back 6.0%, arms 30.5%, hands 5.7%, legs 23.8%&lt;br /&gt;
 - TM no-target body part distribution: head 6.6%, eyes 8.5%, neck 7.5%, chest 9.4%, abdomen 17.9%, back 17.9%, arms 10.4%, hands 2.8%, legs 18.9%&lt;br /&gt;
&lt;br /&gt;
Punching damage: plate gauntlets seemed about as effective as handwraps. Spiked knuckle dmg +7.4%, regular knuckle dmg +17.7% as compared to plate gauntlets/handwraps. Buffing brawling skill did not affect dmg when accuracy was capped (~95%).&lt;br /&gt;
&lt;br /&gt;
SvS testing: Primary stats seem to be about double as impactful as Secondary stats. Conventional wisdom holds that Secondary stats are double as impactful as Tertiary stats. (In my testing, it could be 2.5 as impactful?)&lt;br /&gt;
 - Attacker vs Defender no advantage, success rate 15-20%&lt;br /&gt;
 - Attacker vs Defender +5% advantage, success rate 100%&lt;br /&gt;
 - Max mana provides +20% boost&lt;br /&gt;
 - Minimum success stun = 6 seconds&lt;br /&gt;
 - 30% advantage stun = 17 seconds&lt;br /&gt;
 - Stun appears to lower Will defense by 20-25%, full Nerve damage appears to lower Will defense by 7%&lt;br /&gt;
 - Maximal success appears to be 50% advantage, given Tambellis&#039;s test of 150/100/100 vs 75/100/100&lt;br /&gt;
 - Conventional wisdom holds that PSY &amp;amp; REPR each give about 80 secondary stat points of shields. In my opinion, I&#039;m willing to bet they instead each give +20-25% of Will HP defense. &lt;br /&gt;
&lt;br /&gt;
Empath vit healing, pulses every 3 seconds, unlimited links possible: Charisma 14: 5%/link, Charisma 30: 6.3%/link, Charisma 60: 7.3%/link; max appears to be 8%/link&lt;br /&gt;
&lt;br /&gt;
Gyres do not work with signature spells unless it&#039;s your guild&lt;br /&gt;
 - invoking Gyre requires Arcana check, which depends on the difficulty of the spells being invoked&lt;br /&gt;
 - i.e. max mana Intermediate spell difficulty (800 rank difficulty) had a 0% success rate with 800 ranks of Arcana, and somewhere around 30-40% advantage provided 100% success rate.&lt;br /&gt;
&lt;br /&gt;
Armor testing on Moonmage w/ 859 evasion, 632 parry/armor/defend vs 2 Xala thralls + magus, solidly balanced&lt;br /&gt;
 - Leather armor yielded the best results, at 0.29 dmg/atk&lt;br /&gt;
 - Cloth and Bone were next best, at 0.36-0.37 dmg/atk&lt;br /&gt;
 - Chain, Brig and Plate were noticeably worse, at 0.51, 0.61, and 0.80 dmg/atk respectively&lt;br /&gt;
 - higher armor density appears to always be beneficial&lt;br /&gt;
 - reinforcing armor is almost always bad&lt;br /&gt;
 - Clownsuiting is even worse than Plate. Clownsuiting with mostly Leather was better than mostly Chain, 0.39 vs 0.54 dmg/atk (I had TKSH up to help)&lt;br /&gt;
 - results indicate hindrance is extremely important, which may be due to my defensives being skewed towards Evasion. Whatever benefits the extra protection gave was more than outweighed by the % to-hit penalty. And, accuracy appears to increase damage all the way up to around 80-85% accuracy.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bless&amp;diff=687975</id>
		<title>Bless</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bless&amp;diff=687975"/>
		<updated>2026-02-09T19:16:17Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Bless spell renders a profane object sacred.  It is used in the production of holy water and oil, and prepares weapons and shields for use against the Undead.  It may also be cast upon others, who will gain the benefits of the blessing whether they are armed or not.&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=+damage to undead/cursed. Ability to hit incorporeal.&lt;br /&gt;
|messaging=&#039;&#039;&#039;LIGHT ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A pure golden glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEUTRAL ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A brilliant silver glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A deep indigo glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On successful attacks against cursed or Undead enemies:&#039;&#039;&#039;&lt;br /&gt;
*The weapon flashes with a brilliant silver light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggering [[Divine Radiance]]:&#039;&#039;&#039;&lt;br /&gt;
*The light about a Maelshyvean cinder beast blooms into a radiant flare!&lt;br /&gt;
|sig=No&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;
*Can be used to turn {{ilink|i|water}} into {{sloot|i|holy water}} or {{ilink|i|oil}} into {{sloot|i|holy oil}}.&lt;br /&gt;
*:Syntax: {{com|CAST}} {{tt|WATER IN MY &amp;lt;vessel&amp;gt;}}&lt;br /&gt;
**Must be cast on the water/oil inside a vessel or container, and not on the container itself, in order to render the water sacred.&lt;br /&gt;
*Can be used to turn any wine into sacramental wine used for [[clerical rituals]].&lt;br /&gt;
*Self cast bless for blessed brawling is simply {{tt|CAST}} without a modifier.&lt;br /&gt;
*Will give a weapon 400 strikes at maximum mana.&lt;br /&gt;
*Can be cast on another player (only if caster is a Cleric). It will bless any weapon held by the person, or if they are not holding a weapon, it will bless them for brawling and extend the blessing to any weapon they hold for the duration of the spell.&lt;br /&gt;
**Casting on another player reduces the strikes by half (maximum 200 strikes).&lt;br /&gt;
**40 roisaen capped cast on a person not holding a weapon.&lt;br /&gt;
*Having Bless active, and attacking a target inflicted with [[Divine Radiance]] will trigger the latter&#039;s damage amplification effect, causing further potential damage.&lt;br /&gt;
** (The light about a Maelshyvean cinder beast blooms into a radiant flare!)&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=687955</id>
		<title>Psychic Shield</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=687955"/>
		<updated>2026-02-09T15:38:32Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=psy&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Calm]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Psychic Shield spell offers a defense against spells and attacks that target one&#039;s mental faculties, regardless of the source.  It is weakened by each blow it absorbs.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Ablative ward against vs. will contested abilities.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You sense forces gathering about you to protect you from harm.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Creates a shield that protects against Mind attacks such as [[Mental Blast]] and other [[:Category:Willpower contest abilities|versus Willpower]] spells.&lt;br /&gt;
* Protects against Nissa&#039;s Binding, the only spell that features Mind vs Fortitude (as opposed to all other Mind attacks being vs Willpower)&lt;br /&gt;
* Can only be cast on others by a Moonmage. Non-moonmages can only cast on themselves.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=687954</id>
		<title>Psychic Shield</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=687954"/>
		<updated>2026-02-09T15:37:53Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=psy&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Calm]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Psychic Shield spell offers a defense against spells and attacks that target one&#039;s mental faculties, regardless of the source.  It is weakened by each blow it absorbs.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Ablative ward against vs. will contested abilities.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You sense forces gathering about you to protect you from harm.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Creates a shield that protects against Mind attacks such as [[Mental Blast]] and other [[:Category:Willpower contest abilities|versus Willpower]] spells.&lt;br /&gt;
* Protects against Nissa&#039;s Binding, the only spell that features Mind vs Fortitude (as opposed to everything else being Mind vs Willpower)&lt;br /&gt;
* Can only be cast on others by a Moonmage. Non-moonmages can only cast on themselves.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Uncurse&amp;diff=687953</id>
		<title>Uncurse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Uncurse&amp;diff=687953"/>
		<updated>2026-02-09T15:35:08Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=uncurse&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature, Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 5, [[Bless]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Uncurse spell can temporarily lift or permanently break a curse on an object, person or creature.&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=Dispels offensive spell, curse, or Death&#039;s Sting on target.&lt;br /&gt;
|messaging=You gesture at a &amp;lt;BOX, WEAPON, other CURSED OBJECT&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Small tendrils of curious silvery light slither from your fingertips toward a &amp;lt;BOX, WEAPON, other CURSED OBJECT&amp;gt;&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Will dispel a single offensive spell on the target.&lt;br /&gt;
*With enough mana can be used to remove a hostile debuff on the target.&lt;br /&gt;
**If the target is wearing a cursed item or items, this spell will affect all cursed items on that target. (Worn, or in hands)&lt;br /&gt;
*Will reduce the effects of Death&#039;s Sting on the target.&lt;br /&gt;
*Will destroy the [[giant skeletal claw]]s in [[Zaulfung]].&lt;br /&gt;
*Can only be cast on others as a Cleric. Non-clerics receive the message: &amp;quot;You strain, but lack the training to direct the Uncurse spell at others.&amp;quot;&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687942</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687942"/>
		<updated>2026-02-06T21:25:23Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
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2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
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3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
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4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
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5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
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6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
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7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
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9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
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10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
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11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
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12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
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&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
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Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
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Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
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2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
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3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
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4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
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5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
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6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
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8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
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9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
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Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
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2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
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3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
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4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
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2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
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3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
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4 - TKSH, our best ward&lt;br /&gt;
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5 - IotS, extra stats is always useful&lt;br /&gt;
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6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
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7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
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8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
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If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
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Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
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Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
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&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
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Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
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Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
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-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
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-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
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See my crappy guide to PvP for more info.&lt;br /&gt;
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&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
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2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
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3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
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All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
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MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
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2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
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3 - high potential damage&lt;br /&gt;
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MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
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2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
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&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
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1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
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* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
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2 - 1v1s&lt;br /&gt;
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* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
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3 - Specific matchups:&lt;br /&gt;
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* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
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&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
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1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
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2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
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3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
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4 - Scrolled - IP is must have. HoT is a great second choice, for opponents you can&#039;t rend. Tremor is also top tier, but very difficult to cast and can give bad sorcery backlash.&lt;br /&gt;
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5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
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6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
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As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
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Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
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Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
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1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
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2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
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3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
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4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
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5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
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&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
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1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
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2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
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4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
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5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
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6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
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7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
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&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
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1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
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2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
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3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
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4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
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5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliably method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687941</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687941"/>
		<updated>2026-02-06T21:24:56Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
&lt;br /&gt;
2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. HoT is a great second choice, for opponents you can&#039;t rend. Tremor is also top tier, but very difficult to cast and can give bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
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3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliably method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687940</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687940"/>
		<updated>2026-02-06T21:24:32Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
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2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
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4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
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All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
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3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, consider moving and hiding while putting up Shear. Then prep Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
* in general, MS and Rend are your two most powerful debils, IF you can land them. Big IF, they&#039;re hard to land unless they&#039;re stunned first (see Moonblade Tactics at the end of this guide). Otherwise, use IP to hard stun and tank their balance. Tremor is also extremely powerful, but hard to cast. CotW and ANC are decent, since they&#039;re easier to land. Against tanky opponents, use HoT to strip their wards, if you can&#039;t land Rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding. TKS also pulls out of hiding, but you&#039;ll have to guess when they&#039;re in the room with you. MS and SHW also hits hiders, but you won&#039;t know if it does or not.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, and Ignite along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- you need to rend IC otherwise they&#039;re impossible to kill. If you can&#039;t rend, use HoT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. HoT is a great second choice, for opponents you can&#039;t rend. Tremor is also top tier, but very difficult to cast and can give bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. (You can replace SAP and SR with predict buffs). Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility. &lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me around 10min to buff. It&#039;s rough. Gyre helps save a lot of time.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 6 - Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Who would intentionally tank their stats for an edge in the arena? I&#039;m shocked, just shocked!&amp;quot; -Avrenka&#039;&#039;Whoever wins the debilitation contest, wins the fight. So let&#039;s figure out how to land our debils and avoid our enemy&#039;s debils.&lt;br /&gt;
&lt;br /&gt;
Warning: lots of math ahead.&lt;br /&gt;
&lt;br /&gt;
First, read this: [[:Category:Contested abilities]]&lt;br /&gt;
&lt;br /&gt;
Ok. So here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
You&#039;re casting a full mana Rend on a enemy -- the game takes your Int (x4) + Disc (x2) + Wis, times 1.2 for max mana potency vs enemy&#039;s Disc (x4) + Wis (x2) + Int. If the enemy has EY (they should), their defense gets multiplied 1.2. And then PSY and REPR both block about 160pts each. Let&#039;s say both of you have 130 int, 130 wis, 120 disc. Your Rend is (520 + 240 + 130) * 1.2 = 1,068 vs their (480 + 260 + 130) * 1.2 = 1,044 + 320 of shields = 1,364 defense. Your Rend whiffs, but their EY ablates slightly down to 18%, and their PSY/REPR shields ablates by 24 pts down to 296. Rough, you&#039;re never getting thru. &lt;br /&gt;
&lt;br /&gt;
But here&#039;s a little trick, if the enemy is stunned, it lowers their Will defense by 20%. And if they have full nerve damage, that&#039;s another 7% penalty to Will. Maybe your Warrior Mage teammate gives them nerve damage with EE and stuns them with Arc Light. Suddenly their 1,044 defense plummets to 762 + 320 shields = 1,082. Your Rend almost completely erodes their PSY &amp;amp; REPR, clearing the way for your next Rend to maybe land.&lt;br /&gt;
&lt;br /&gt;
One more thing. There&#039;s a sliding scale to success. 0% attacker&#039;s advantage nets ~20% success rate. 5% advantage nets 100% success rate. With spells that have a range of success, you get minimal success at 5%, with maximal success around 40% advantage. So if you&#039;ve got 5% advantage, you&#039;re better off casting Rend than MB since Rend will always strip 2 buffs whether you&#039;ve succeeded minimally or maximally, but barely succeeding with MB will only give minor nerve damage.&lt;br /&gt;
&lt;br /&gt;
So. Generally speaking if you want to land your Rend/MB, you gotta pump up your Int, Disc and Wis in that order. But everyone&#039;s gonna have PSY and REPR up, and if everyone pumps their mental stats too, the only way you&#039;re gonna land your Rend/MB is if the enemy is stunned, and even then you probably have to do it twice. That&#039;s really tough, since AS/Awaken takes stun away in 1-3 seconds. So good luck with that. (This is why simply using HoT to strip wards is the more reliably method!)&lt;br /&gt;
&lt;br /&gt;
So if you can&#039;t land Rend/MB then what? Ice Patch, which is Magic (Wis/Int/Disc) vs Reflex (Ref/Agi/Int). If their mentals are pumped, their physicals are left wanting. Bam, they get immobilized for 15 seconds. But oh wait, everyone runs AD which pulses every 1-7 seconds. Still, that&#039;s a decent amount of time, and their balance is tanked. Or you simply use Dazzle, which is Magic vs Fortitude (Stam/Disc/Str), and again their physical stats can&#039;t keep up with your mentals, and they get stunned. It might be only for 1-3 seconds, but their balance is tanked and there&#039;s a chance they lose their prepped spell. Or hey, you use CotW or ANC (Magic vs Fort spells) to lower their defenses/evasion.&lt;br /&gt;
&lt;br /&gt;
Explore the game&#039;s debils, figure out the contests you can win, and stat accordingly. I personally recommend going full mentals and dump everything else. If you can&#039;t land Mind debils, at least you can still land Magic debils.&lt;br /&gt;
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&lt;br /&gt;
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That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687939</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687939"/>
		<updated>2026-02-06T18:01:12Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Starting a Moonmage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, you. You&#039;re finally awake.&amp;quot; -Ralof&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Forage sticks/branches and sell &#039;em to Mags for a few gold&lt;br /&gt;
&lt;br /&gt;
2 - Go to Tembeg&#039;s, buy 1 of each armor type covering every body part (recommended: leather hauberk, plate gauntlets, chain helm, scale mask), and buy target shield (toggle shield A, wear shield)&lt;br /&gt;
&lt;br /&gt;
3 - Type STANCE. Always max out Evasion Stance, then split the rest between Shield and Parry.&lt;br /&gt;
&lt;br /&gt;
4 - Go to the Tanner, ask falken for rope, toggle bundle W&lt;br /&gt;
&lt;br /&gt;
5 - Go to shipyard rats, skin every rat you kill and bundle it with the rope, wear the bundle, adjust it and tie it. Train offhand (feint left), TM (target stra, wait, cast), Debil (prep burden, cast). Prioritize balance gaining attacks like feint, jab, gouge, bob.&lt;br /&gt;
&lt;br /&gt;
6 - Study divine charm. Learn how to use it to heal yourself and teleport yourself around. It stops working after several circles. You lose the starting spells EASE, MAF, BURDEN, and STRA after Circle 10. Familiarize yourself with the Empath guild and find out how to get healing before the charm stops working.&lt;br /&gt;
&lt;br /&gt;
7 - Go back to the tanner, sell your bundle. Do this until you have 5 gold. Or go scavenging in the Empath Courtyard, sometimes people drop nuggets or other sellables on the ground or in the statue that you can sell at either the Gemshop or Pawnshop.&lt;br /&gt;
&lt;br /&gt;
8 - Go to Milgrym&#039;s, buy 1 of each weapon type (recommended: scimitar, bola, broadsword, greathammer, greataxe, flail, shortbow + arrows, crossbow + bolts, sling + rocks), and buy parry stick and wear it.&lt;br /&gt;
&lt;br /&gt;
9 - Go to the backroom of Berolt&#039;s, buy two weapon straps, then go back to Milgrym&#039;s and buy a spear and quarterstaff. Tie the straps to the spear and quarterstaff, and wear them over your shoulder as those 2 weapons won&#039;t fit in backpacks.&lt;br /&gt;
&lt;br /&gt;
10 - Now you&#039;re fully kitted out. Look up Zoluren Hunting Ladder in elanthipedia, follow the progression.&lt;br /&gt;
&lt;br /&gt;
11 - Train every skill. Type &amp;quot;EXP 0&amp;quot; and look up each skill in elanthipedia.org. It&#039;ll tell you how to train each skill.&lt;br /&gt;
&lt;br /&gt;
12 - For training magic, cast at the most mana you can before failing. Use DISCERN &amp;lt;SPELL&amp;gt; to figure it out. Later on, you&#039;ll need to add in PREP SYMBIOSIS to make spells more difficult, in order to keep your training up. For sorcery, get a Bless runestone from Sierack&#039;s, focus it until it stops teaching, then start casting it. Get Sorcerous Patterns feat to reduce backlash rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Gentlemen, we can rebuild him... better, stronger, faster.&amp;quot; -Oscar Goldman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats -- raise what you need. Priority is getting your Encumbrance down to (None), so raise Str and Stam until it&#039;s gone. If you&#039;re getting hurt too much in combat, raise Ref. Raise Str and Agi to reduce swingtime on attacks. Raise Wis, Int and Disc when possible to increase learning rate (there are whispers that only Wis impacts learning rate, but this is not conventional wisdom). No need to raise Cha. Stats have diminished returns after 30, further diminshed returns after 60, and even more so after 100.&lt;br /&gt;
&lt;br /&gt;
-- It is possible to train physicals to only 30, and then raise mentals to 100 to min/max learning rate -- but you need good armor, shield and parry stick, and a solid understanding of combat mechanics. Many people simply raise all stats evenly, except Cha of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crucial Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - get PG as soon as possible, training Astro is very difficult without it.&lt;br /&gt;
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2 - get CALM, it&#039;s easier to train Debil with it than Burden&lt;br /&gt;
&lt;br /&gt;
3 - get TKT for training TM, it&#039;s super fast&lt;br /&gt;
&lt;br /&gt;
4 - get MAF, you&#039;ll need it as it&#039;ll be awhile until you can cast TKSH&lt;br /&gt;
&lt;br /&gt;
5 - beeline toward SHW (need 80 Debil), it&#039;ll make training Debil insanely easy&lt;br /&gt;
&lt;br /&gt;
6 - beeline toward SEER (need 80 Aug &amp;amp; Util), it gives evasion buff&lt;br /&gt;
&lt;br /&gt;
7 - beeline toward COL (need 80 Ward), it makes hunting safer&lt;br /&gt;
&lt;br /&gt;
8 - get Shift Moonbeam, Locate, Moongate, and Ripplegate Theory (need 80 Util) -- otherwise why did you even make a Moonmage?!&lt;br /&gt;
&lt;br /&gt;
9 - get AUS/Shadowling, more mana is always nice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now feats:&lt;br /&gt;
&lt;br /&gt;
1 - Sorcerous Patterns to reduce backlash rates&lt;br /&gt;
&lt;br /&gt;
2 - Injured Casting &amp;amp; Cautious Casting so you don&#039;t fail every spell when you&#039;re hurt&lt;br /&gt;
&lt;br /&gt;
3 - Deep Attunement &amp;amp; Efficient Harnessing for more mana&lt;br /&gt;
&lt;br /&gt;
4 - Raw Channeling &amp;amp; Efficient Channeling to use cylics&lt;br /&gt;
&lt;br /&gt;
5 - Magic Theorist &amp;amp; Improved Memory to use spell scrolls&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced Spells to get:&lt;br /&gt;
&lt;br /&gt;
1 - RTR, this makes training Astro so much easier&lt;br /&gt;
&lt;br /&gt;
2 - DC, this helps maxxing out your Divination Tool a lot faster and easier. Tools are useful for reliable targeted predicts, which can fail even at 1,000 Astro ranks (with min Cha). Buy the 700 plat tool you see in fests, the 7k plat tool is overkill and not needed. Tools cheaper than 700 plat will not max out. You can forget this spell after you&#039;ve maxed out your tool.&lt;br /&gt;
&lt;br /&gt;
3 - TKS, makes training TM even easier and farms fast&lt;br /&gt;
&lt;br /&gt;
4 - TKSH, our best ward&lt;br /&gt;
&lt;br /&gt;
5 - IotS, extra stats is always useful&lt;br /&gt;
&lt;br /&gt;
6 - Riftal Summons -- Shift Moonbeam has a range limit of 2 zones. RS has no limitation at all.&lt;br /&gt;
&lt;br /&gt;
7 - Shear + Lay Ward -- if you ever find yourself struggling against enemies that cast spells at you, these two spells will block anything they throw at you. You just have to remember to use it!&lt;br /&gt;
&lt;br /&gt;
8 - Feats: Faster Targeting, Faster Matrices, Faster Battle Prep are nice for casting spells a little faster, meaning faster training&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&amp;quot;Another turning point, a fork stuck in the road...&amp;quot; -Greenday&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now comes the great question -- will you PvP, or will you remain in PvE? If the latter, then your build is completely flexible from here on out. Choose whatever spells you like, it has little bearing on your ability to hunt. You will have spell slots in abundance, you won&#039;t even know what to do with it all.&lt;br /&gt;
&lt;br /&gt;
If, however, you decide to undertake the road less traveled, you must plan your spell &amp;amp; feat selection carefully. You cannot get everything you want.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP spells: WD, PD, Burn, IFL, Sorrow, Mindshout, Unleash, Rend, Shear, RF, Shape Moonblade, SCO, and SLS.&lt;br /&gt;
&lt;br /&gt;
Crucial PvP feats: Debil Mastery, TM Mastery&lt;br /&gt;
&lt;br /&gt;
Helpful PvP feats: Silent Prep, Advanced Spell Knowledge&lt;br /&gt;
&lt;br /&gt;
Spells to avoid: SoV, Empower Moonblade, ART/TS/MT, Sleep, Thoughtcast, Hypnotize. I also did not have the slots for Shadewatch Mirror or Contingency, tho both very good open world spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear you need to PvP:&lt;br /&gt;
&lt;br /&gt;
Armor -- full Leather suit. Start with onyx-hide, work your way up to Punka, then Shadowleaf/MT end-loot. For shield, start with onyx-hide, then work your way up to agonite triangular sipar, then diamond-hide/octagonal.&lt;br /&gt;
&lt;br /&gt;
Weaponry -- TM accuracy focus is by far the most important thing you could ever have. For weapons, haralun or MT incidental is good enough. Heck some of my weapons are steel.&lt;br /&gt;
&lt;br /&gt;
Misc -- most important scrolls for Unleashing: AD, RAGE, and AS/Awaken. Important scrolls to invoke: IP, HoT, Tremor, Bonegrinder. Secondary scrolls for Unleashing to land debils and resist enemy debils: Centering, Courage, EY, HES or GOL, NON, REPR, SUF, SW, Tranquility, SOS. Other important scrolls for Unleashing to enable weapons: RW, RUE, RESO, TW, Ignite.&lt;br /&gt;
&lt;br /&gt;
-- if you have a gyre, you don&#039;t need the following scrolls: AS/Awaken, SOS, EY, WOTP, NON, LGV, SUF, SW, SUB.&lt;br /&gt;
&lt;br /&gt;
-- you can use predicts to buff your magicks (TM being the most important, but Aug and Debil can be important too), Shield, Defending, and Tactics, so you won&#039;t need SUB, SR, or WOTP scrolls.&lt;br /&gt;
&lt;br /&gt;
-- herbs. If you&#039;re on a budget, just get the ones for your chest, abdomen, and limbs. Maybe nerves. But having the all heal herbs are really nice, if not pricey. Herbs are crucial for winning any fight that goes longer than 3min.&lt;br /&gt;
&lt;br /&gt;
See my crappy guide to PvP for more info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different than it was before.&amp;quot; -CS Lewis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a sect! Or don&#039;t, it&#039;s not obligatory. Btw it&#039;s permanent, non-reversible.&lt;br /&gt;
&lt;br /&gt;
1 - Heritage House -- gives you a cantrip that reverses predict curses, very useful when you fail a predict. Reduces Unleash scroll destruction rate by a lot.&lt;br /&gt;
&lt;br /&gt;
2 - Tezirite -- can predict curse easier. Reduced Bonegrinder backlash.&lt;br /&gt;
&lt;br /&gt;
3 - Monk -- has a balance raising cantrip, balance is always good. Gains an extra Sorrow cast charge (~+9% dmg on avg).&lt;br /&gt;
&lt;br /&gt;
All the other sects are PvP neutral&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687938</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=687938"/>
		<updated>2026-02-06T17:59:23Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Starting a Moonmage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Astoshe%27s_Eclipse&amp;diff=687933</id>
		<title>Astoshe&#039;s Eclipse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Astoshe%27s_Eclipse&amp;diff=687933"/>
		<updated>2026-02-05T15:25:09Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
This enchantment will allow the user to become invisible for a short time.  &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Individuals are restricted to using any Eclipse ring once every two hours. Each ring also has a downtime of approximately four hours.&lt;br /&gt;
* The Astoshe&#039;s Eclipse enchantment was named for its creator [[Sanyrsen|Sanyrsen Astoshe]], a [[S&#039;kra Mur]] [[Moon Mage]] best known for founding the [[Goldcap]]s. This enchantment was likely a valuable tool for the then-fledgling organization.&lt;br /&gt;
* Must be worn to rub. 5 sec RT to rub, becomes invisible once.&lt;br /&gt;
&lt;br /&gt;
There are multiple versions of this item: &lt;br /&gt;
* [[Astoshe&#039;s Eclipse (constellation jewelry)]] - created prior to the [[Artificing]] system (pre-2019)&lt;br /&gt;
* {{ilink|i|Astoshe&#039;s Eclipse (crafted)}} - [[Artificing products]] item&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=687932</id>
		<title>Prediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Prediction&amp;diff=687932"/>
		<updated>2026-02-05T15:06:38Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* General information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;: &#039;&#039;See [[Prediction (meditation)|here]] for the Barbarian meditation.&#039;&#039;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
== General information==&lt;br /&gt;
&lt;br /&gt;
===Predictions===&lt;br /&gt;
A prediction simply applies a bonus or penalty to any skill. They are capped at 20% of the base skill, with a minimum of 10 ranks. Durations range from a few minutes to upwards of two hours.&lt;br /&gt;
&lt;br /&gt;
A person can be under the influence of an unlimited number of predictions, but only one prediction per skill.  Multiple predictions on the same skill will average out into one prediction (meaning small positive predictions can be useful to blunt a large negative prediction). They also do not stack with spells or other sources of buffs. E.g. if you have both a self cast Seer&#039;s Sense and a positive evasion prediction then only the greater of the two buffs will apply while both effects remain active. If the greater one were to expire first, then the lesser one would apply at that point.&lt;br /&gt;
&lt;br /&gt;
In all forms of divination the messages received accurately reflect the actual result.&lt;br /&gt;
&lt;br /&gt;
Predictions have four aspects: power, duration, affected skill, and polarity (i.e. bonus or penalty) all of which are determined randomly, although this is greatly influenced by your Astrology skill, Wisdom, Charisma, method of prediction used, and how much prophetic insight you have accumulated.&amp;lt;ref&amp;gt;[[Post:Predicting_in_3.0_-_01/23/2013_-_20:36]]&amp;lt;/ref&amp;gt; A penalty is most commonly referred to by the colloquial term &#039;curse,&#039; especially when in game.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
The following is a summary of attributes that play a role in prediction. More detailed explanations can be found in the appropriate sections below.&lt;br /&gt;
*{{skill|Astrology}} - Aids in {{com|observe}} and {{com|align}} checks, and modifies power, duration, and accuracy of all predictions, vision predictions in particular.&lt;br /&gt;
*{{skill|Scholarship}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{skill|Perception}} - Aids in {{com|observe}} checks.&lt;br /&gt;
*{{stat|Wisdom}} - Modifies power, duration, and accuracy of all predictions.&lt;br /&gt;
*{{stat|Charisma}} - Modifies tool bonding chance, and modifies power, duration, and accuracy of vision predictions.&lt;br /&gt;
*prediction pool size - Primary determinant of power, duration, and accuracy of all predictions, and modifies tool bonding chance.&lt;br /&gt;
*prediction tool quality - Primary determinant of tool bonding chance, and modifies power, duration, and accuracy of tool predictions.&lt;br /&gt;
&lt;br /&gt;
===Observations===&lt;br /&gt;
The first step in making any prediction is to successfully {{com|OBSERVE}} a celestial body.  Information on specific bodies, such as the skillsets they teach and the circle they are learned at can be found here on the [[Star chart]].&lt;br /&gt;
&lt;br /&gt;
The timer on observations is random from 2-4 minutes. An observation that would add insight to otherwise filled pools will message as such and not start the observation timer.&lt;br /&gt;
&lt;br /&gt;
*Based on scholarship, perception, and astrology.&lt;br /&gt;
*Attempts to observe the Sun or any of the moons will always teach at least some regardless of cloud cover.&lt;br /&gt;
*Made easier through use of Clear Vision, Aura Sight and a Telescope.&lt;br /&gt;
*Piercing Gaze and Telescopes will help reduce cloud cover.&lt;br /&gt;
*While not all celestial bodies teach the same amount from an observation, the values are fairly close meaning bodies that touch multiple areas are almost always preferable.&lt;br /&gt;
*Not all observations are equal as a result of cloud cover and skill, but they&#039;re fairly close so if you can successfully observe it&#039;s not worth obsessing over squeezing out every last drop of bonus.&lt;br /&gt;
*Some objects require a telescope to observe.&lt;br /&gt;
*In general, using a telescope gives a bonus to your prediction pool based on the quality of the telescope. &amp;lt;ref&amp;gt;[[Post:OBSERVE_Experience_and_Telescope_Usefulness_-_06/05/2020_-_20:54]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*The best telescopes are stationary in guildhalls, Kssarh&#039;s telescope one west of his location is the best in Elanthia.&lt;br /&gt;
*In game [[Star chart]]s include a list of what areas each object teaches and the circles they are learned at. &#039;&#039;Note: these are riddled with misinformation currently, so it is best to use online versions.&#039;&#039;&lt;br /&gt;
*To help resolve parser issues try {{tt|Elanthian Sun}} and {{com|Observe}} {{tt|&amp;lt;object&amp;gt; in sky}}.  Also destroy all sunstones and moonstones in the most sadistic method available.&lt;br /&gt;
&lt;br /&gt;
====Prediction pools====&lt;br /&gt;
While a prediction can be performed from a single observation, each further observation will fill your pool further, the level of which can be checked with {{com|predict}} {{tt|state all&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skillset}}. The amount of insight in your prediction pool is by far the largest influence on the power and duration of any given prediction. More insight will also increase the likelihood of the prediction matching your desired skill as well as polarity, and increases the chance that a polarity inversion is prevented if it does occur. It will also improve the chance that a prediction tool will increase its bond with you.&lt;br /&gt;
*Skillset prediction pools do not decay over time.&lt;br /&gt;
*[[Luckstone]] enchantments can completely fill a prediction pool without needing an observation.&lt;br /&gt;
*[[Read the Ripples]] eliminates the timer between observations for randomly selected constellations allowing prediction pools to be filled faster.&lt;br /&gt;
*[[Tezirah&#039;s Veil]] can also be used to fill prediction pools randomly, although this comes at the cost of stuns, severe nerve damage, and [[Teleologic corruption]] which reduces the effectiveness of your predictions.&lt;br /&gt;
{| width=50% class=wikitable&lt;br /&gt;
! width=10%| %&lt;br /&gt;
! width=30%| Understanding&lt;br /&gt;
! width=15%| Min Power&lt;br /&gt;
! width=15%| Max Power&lt;br /&gt;
! width=15%| Min Duration&lt;br /&gt;
! width=15%| Max Duration&lt;br /&gt;
|- align=center&lt;br /&gt;
!0&lt;br /&gt;
| No || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!1-11&lt;br /&gt;
| Feeble || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!12-22&lt;br /&gt;
| Weak || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!23-33&lt;br /&gt;
| Fledgling || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!34-44&lt;br /&gt;
| Modest || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!45-55&lt;br /&gt;
| Decent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!56-66&lt;br /&gt;
| Significant || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!67-77&lt;br /&gt;
| Potent || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!78-88&lt;br /&gt;
| Insightful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!89-99&lt;br /&gt;
| Powerful || -- || -- || -- || --&lt;br /&gt;
|- align=center&lt;br /&gt;
!100&lt;br /&gt;
| Complete || -- || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Scale is assumed to be linear - only the first and last points are certain and there is no reasonable way to discover a non-linearity.&lt;br /&gt;
&lt;br /&gt;
====Align====&lt;br /&gt;
In order to make use of a prediction pool you have to {{com|align}} to it first.&lt;br /&gt;
*{{com|align}} {{tt|&amp;lt;offense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;defense&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;magic&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;survival&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;lore&amp;gt;}} will align you to the chosen prediction pool and your next prediction will be of a random skill within that skillset.&lt;br /&gt;
*Alternately, {{com|align}} {{tt|&amp;lt;skill&amp;gt;}} will align you to the chosen skill and your next prediction will be of a random skill within that skill&#039;s skillset, but weighted to the chosen skill.&lt;br /&gt;
*Predictions default to trying for a bonus. If you want to try for a curse use {{com|align}} {{tt|&amp;lt;skillset&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;skill&amp;gt; curse}} instead.&lt;br /&gt;
:*A prediction that results in the opposite polarity to what you tried to achieve is known as a polarity inversion.&lt;br /&gt;
:*The most that the chance of a polarity inversion can be reduced to is 10% regardless of skill, tool bond, stats, or other factors.&amp;lt;ref&amp;gt;[[Post:Sphere_of_influence_and_prediction_-_11/28/2012_-_14:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*With high skill it is possible to use {{com|align}} {{tt|split}} to only use 50% of aligned prediction pool on the next prediction. This appears to be 50% of the full pool size rather than 50% of whatever your current pool is at, so if your pool is less than 50% full then splitting will have no functional effect. E.g. if your pool is 70% full, then {{tt|align split}} will leave you with it 20% full after the next prediction. Using split at this point will not be useful since the final 20% will be used up regardless.&lt;br /&gt;
*With even higher skill it is possible to use {{com|align}} {{tt|transmogrify}} to convert one prediction pool into another. The conversion results in some loss of pool size.&lt;br /&gt;
*It is not possible to {{com|align}} to the {{skill|Thanatology}} and it will never be the result of a prediction even if predicting on a Necromancer while {{com|align}}ed to the Survival skillset. Attempting to {{com|align}} to it causes an effect similar to moderate levels of [[Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
==Prediction methods==&lt;br /&gt;
===Visions===&lt;br /&gt;
*The most basic way to perform a skill modifying prediction, and the only option without use of a tool, is to simply {{com|predict}} {{tt|future}} after using {{com|align}} to align to a skill or skillset.&lt;br /&gt;
*The advantage of this method is it doesn&#039;t require any tools and uses your {{skill|Astrology}} and [[Charisma]] to modify the strength of your prediction rather than the stats of a tool.&lt;br /&gt;
*The disadvantage of this method is that the best tools will outperform even a highly skilled vision and it has the potential for a major curse and all of your prediction pools emptying.&lt;br /&gt;
*See [[Visions]] for full mechanics.&lt;br /&gt;
*A very good source of astrology experience, also teaches some scholarship and perception.&lt;br /&gt;
&lt;br /&gt;
===Tools===&lt;br /&gt;
In place of [[Visions]] divination tools may be used. Like with visions, the tool is used after {{com|align}}ing to a skill or skillset. See the tool&#039;s page for syntax. All tools share some important traits.  All must be {{com|invoke}}d to bond to the seer before the first use, all can be {{com|INVOKE}}d a second time to clear the bond (which will reset bond qualities but not physical qualities) and all may be {{com|analyze}}d to evaluate their quality. The advantage to using a tool is that they can outperform a vision if your tool is bonded well. The disadvantage is that bonding takes a long time, so it will be a while before a tool will reach a state where it will outperform a vision.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tool&lt;br /&gt;
! Sect Affinity*&lt;br /&gt;
! Domain Bonus**&lt;br /&gt;
! Physical Bonus***&lt;br /&gt;
! Activation Verb&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bones]]&lt;br /&gt;
| [[Nomads of the Arid Steppe]]&lt;br /&gt;
| Survival&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
| ROLL&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Bowl]]&lt;br /&gt;
| [[Prophets of G&#039;nar Peth]]&lt;br /&gt;
| ??&lt;br /&gt;
| ??&lt;br /&gt;
| GAZE&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Charts]]&lt;br /&gt;
| [[Celestial Compact]]&lt;br /&gt;
| Magic&lt;br /&gt;
| Duration&lt;br /&gt;
| REVIEW&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Deck]]&lt;br /&gt;
| [[Followers of Fortune&#039;s Path]]&lt;br /&gt;
| ??&lt;br /&gt;
| ??&lt;br /&gt;
| DEAL&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Mirror]]&lt;br /&gt;
| [[Progeny of Tezirah]]&lt;br /&gt;
| Cursing&lt;br /&gt;
| Potency&lt;br /&gt;
| GAZE&lt;br /&gt;
|-&lt;br /&gt;
| [[Divination Prism]]&lt;br /&gt;
| [[Monks of the Crystal Hand]]&lt;br /&gt;
| Offense&lt;br /&gt;
| Skill Alignment&lt;br /&gt;
| RAISE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Using a tool that your sect has an affinity with provides a small benefit to potency and possibly duration compared to tools you don&#039;t have an affinity with. You may use any divination tool no matter your sect. Sectless and Heritage House members are treated as not having an affinity with any tool.&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Domain bonus provides a small boost to potency and/or duration for predictions within the domain.&amp;lt;br/ &amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; Each type of tool has a slightly higher base physical quality for one attribute than other tools of the same tier.&lt;br /&gt;
&lt;br /&gt;
====Qualities====&lt;br /&gt;
All tools have eleven qualities which can be viewed when you {{com|analyze}} them.  These can be split into four physical qualities, four bond qualities, one construction quality, and two age qualities. &lt;br /&gt;
=====Physical qualities=====&lt;br /&gt;
These vary from tool to tool, either set by a merchant or determined at the time of crafting, and affect the frequency of their respective bond quality increasing: power, duration, skill alignment, and polarity. The more damaged a physical quality the less likely its respective bond quality will increase. Tools will never break even once reaching their most damaged state. These qualities have a chance to be damaged with each use. These are measured differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Bond qualities=====&lt;br /&gt;
These always start at the lowest level and each affects one of the following:&lt;br /&gt;
*the power of a prediction&lt;br /&gt;
*the duration of a prediction&lt;br /&gt;
*the chance of hitting your aligned skill&lt;br /&gt;
*the chance of both matching your desired polarity and preventing inversions if they do occur.&lt;br /&gt;
Bond qualities cannot be seen unless you have aligned your prophetic talent with the tool via {{com|invoke}}. These may increase, or very rarely, decrease with each use. Each quality has 31 levels ranging from 0 to 30. These are messaged differently for each tool type, so refer to each tool type&#039;s page for specific messages.&lt;br /&gt;
&lt;br /&gt;
=====Construction quality=====&lt;br /&gt;
This varies from tool to tool, either set by a merchant or determined at the time of crafting, and never changes. It determines how susceptible the physical qualities are to damage. This messaging doesn&#039;t differ between tool types.&lt;br /&gt;
*The overall craftsmanship is masterful and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove nearly impervious to damage.&lt;br /&gt;
*The overall craftsmanship is spectacular and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove extremely resistant to damage.&lt;br /&gt;
*The overall craftsmanship is very good and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove resistant to damage.&lt;br /&gt;
*The overall craftsmanship is above average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly resistant to damage.&lt;br /&gt;
*The overall craftsmanship is average.&lt;br /&gt;
*The overall craftsmanship is below average and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove slightly susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is poor and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should prove rather susceptible to damage.&lt;br /&gt;
*The overall craftsmanship is criminally poor, and the &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; should likely be destroyed on principle. Possibly the creator as well or defenestrated at the very least.&lt;br /&gt;
&lt;br /&gt;
=====Age qualities=====&lt;br /&gt;
These measure how old a tool is and how many times it has been used. Tools no longer break regardless of age or number of uses, therefore the following analysis messages are cosmetic only:&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is brand new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is rather new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is somewhat new.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a year old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is at least a couple of years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is quite a few years old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is over a decade old.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is an antique.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is something you&#039;d expect to find on an archeological dig.&lt;br /&gt;
*The &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; is archaic.&lt;br /&gt;
&lt;br /&gt;
Uses:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Sigil&lt;br /&gt;
|-&lt;br /&gt;
!|0&lt;br /&gt;
||They appear to have never seen use.&lt;br /&gt;
|-&lt;br /&gt;
!|1-9&lt;br /&gt;
||They appear to have seen barely any use.&lt;br /&gt;
|-&lt;br /&gt;
!|10-24&lt;br /&gt;
||They appear to have seen little use.&lt;br /&gt;
|-&lt;br /&gt;
!|25-49&lt;br /&gt;
||They appear to have seen some use.&lt;br /&gt;
|-&lt;br /&gt;
!|50-99&lt;br /&gt;
||They appear to have seen use.&lt;br /&gt;
|-&lt;br /&gt;
!|100-249&lt;br /&gt;
||They appear to have seen plenty of use.&lt;br /&gt;
|-&lt;br /&gt;
!|250-499&lt;br /&gt;
||They appear to have seen heavy use.&lt;br /&gt;
|-&lt;br /&gt;
!|500-999&lt;br /&gt;
||They appear to have seen great use.&lt;br /&gt;
|-&lt;br /&gt;
!|1000+&lt;br /&gt;
||They appear to have seen extensive use.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonding====&lt;br /&gt;
With each use, a tool may increase a bond quality with the chance based on the current level of its respective physical quality. Also with each use, a tool may decrease a physical quality with the chance based on how well constructed the tool is. Each bonding event has the same magnitude, increasing the bond level by one, so there is no variability in bond increases. Tools will never break, regardless of how low the physical qualities reach. This will eventually result in a sort of equilibrium state where the physical qualities are so low that the chance for the bond levels to increase is so small as to be almost none. &lt;br /&gt;
&lt;br /&gt;
In addition to the physical quality, the chance of bonding increasing is primarily influenced by using fuller prediction pools to predict with and by having higher [[Charisma]].&amp;lt;ref&amp;gt;[[Post:Questions_on_tools_in_Future_is_Now_-_11/04/2013_-_15:50]]&amp;lt;/ref&amp;gt; The [[Destiny Cipher]] spell will also double the chance while it is in effect. There is also a bonus to the chance of bonding early in a tool&#039;s life, to kick start it.  &lt;br /&gt;
&lt;br /&gt;
The most dramatic change in a tool will come from critical successes and fumbles which have the potential to influence all physical and bond traits at once, although not every quality will always be affected. The one exception to this is that individual bond qualities become immune to critical fumbles once capped in order to prevent the best tools from eventually decaying to nothing in the long term.&amp;lt;ref&amp;gt;[[Re:_The_positive_awesome_things_from_HE_this_year_-_11/13/2014_-_8:15]]&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the way the math works out this usually results in bond qualities increasing to an equilibrium level that is primarily influenced by the construction stat, but also affected by the starting physical qualities as well as your charisma and how often you use full prediction pools. While it is technically possible to cap an averagely constructed tool, it would take a lot of time and extreme amounts of luck. The better the construction of the tool the much more likely it is to be able to cap it. The single most effective thing you can do to increase your chances of this is to always use a full prediction pool while under the effects of [[Destiny Cipher]] when predicting.&lt;br /&gt;
&lt;br /&gt;
Tools may be re{{com|invoke}}d in order to erase your bond with them, but this will also reset their bond qualities back to the lowest point. However, any damage accrued by the divination tool will remain.&lt;br /&gt;
&lt;br /&gt;
==Prediction results==&lt;br /&gt;
&lt;br /&gt;
===Prediction interpretation===&lt;br /&gt;
Each type of prediction method has different messaging to indicate the results of your prediction. Refer to the appropriate divination tool&#039;s page, or [[Visions]] if you didn&#039;t use a tool, for detailed interpretation messaging.&lt;br /&gt;
&lt;br /&gt;
===EXP mods===&lt;br /&gt;
*The most basic way to see your prediction result is by using {{com|EXP}} {{tt|mods}}.&lt;br /&gt;
*This will tell you the skill, potency, and polarity of your prediction, but does not indicate the duration.&lt;br /&gt;
*There is no roundtime involved so this is a quick way to tell at a glance without needing to decipher a prediction or analyze result.&lt;br /&gt;
&lt;br /&gt;
===Predict analyze===&lt;br /&gt;
*Attempts to view the active predictions on the target by using {{com|predict}} {{tt|analyze &amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;on &amp;lt;target&amp;gt;&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;}} .  Contests Astrology and Power Perception vs target&#039;s circle, and the strength and number of predictions.&lt;br /&gt;
*[[Aura Sight]] is useful in this skill since it boosts the relevant skills.&lt;br /&gt;
*Roundtime generally increased with the number of predictions, but fairly random.&lt;br /&gt;
*Inaccuracy only exists without power/duration readings and will decrease with skill but almost always remain to some degree.  This can actually be useful through multiple uses to get a general sense of where the prediction lies within the range.&lt;br /&gt;
*Detects boosts from a [[CJ|Celestial Jewelry]] enchantment as if they were a prediction.&lt;br /&gt;
*A moderate source of astrology experience and a minor source of power perception experience.  Will only teach if at least one prediction is active, and experience is constant beyond that.  The timer is about 100 seconds.&lt;br /&gt;
::&#039;&#039;You immediately will your consciousness deep into the flows of fate.  A few images materialize before your mind&#039;s eye and you pick out the following:&lt;br /&gt;
::&#039;&#039;A translucent aquamarine spellbook that resolves into a ball of flame.  It pops out of existence the moment you notice it.  An Elothean man stands immediately before you.  Something about him seems strangely familiar.&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Based on the effective skill, not the level of success. Controls the room message.&lt;br /&gt;
=====First and third person messaging=====&lt;br /&gt;
Third person messaging is only visible if done from the open. If done from stealth then it will not be seen.&lt;br /&gt;
{| width=60% class=wikitable&lt;br /&gt;
|- align=center&lt;br /&gt;
! First Person&lt;br /&gt;
! Third Person&lt;br /&gt;
|- align=center&lt;br /&gt;
| Your masterful awareness brings the webs of fate to life as a dynamic overlay on reality. || (no message)&lt;br /&gt;
|- align=center&lt;br /&gt;
| You immediately will your consciousness deep into the flows of fate. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| The world around you fades from sight as you turn your gaze inward. || Mage becomes very still, eyes unfocused.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, mentally seeking the threads of fate. || Mage closes her eyes and grows still.&lt;br /&gt;
|- align=center&lt;br /&gt;
| You close your eyes, struggling to catch a glimpse of foresight. || Mage closes his eyes and grows still.&lt;br /&gt;
|}&lt;br /&gt;
=====Second person messaging=====&lt;br /&gt;
If you are the target of the analyze then you will see additional messaging about that attempt based on stealth checks.&lt;br /&gt;
*If the attempt is done in the open and it messages a third person message then, in addition to the normal third person messaging above, you will see, &amp;quot;&#039;&#039;&amp;lt;He/She&amp;gt;&#039;&#039; silently turns to face you.&amp;quot;&lt;br /&gt;
*If the attempt is done in the open but it does not produce a third person message, or it is done from stealth and they fail the check then you will see, &amp;quot;You catch &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; silently watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they partially succeed the check then you will see, &amp;quot;You are struck with an uneasy sense that someone is watching you.&amp;quot;&lt;br /&gt;
*If the attempt is done from stealth and they completely succeed the check then you will see nothing.&lt;br /&gt;
&lt;br /&gt;
====Number====&lt;br /&gt;
Based on the number of active predictions (max of 10 viewable), not level of success.&lt;br /&gt;
:&#039;&#039;A few images materialize before your mind&#039;s eye and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A handful of images flutter in and out of view and you pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Many images flash rapidly before your mind&#039;s eye and you are able to identify the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;A swarm of images flood your mind&#039;s eye, but you manage to pick out the following:&#039;&#039;&lt;br /&gt;
:&#039;&#039;Waves of sensory information bombard your inner sight and you struggle to remain focused! You manage to pick out the following images:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Power====&lt;br /&gt;
Indicates the power of the prediction as a percentage of the base skill.  Requires first level of success. The scale is assumed to be linear and the values listed are only a guesstimate based on that assumption.&lt;br /&gt;
{| width=30% class=wikitable&lt;br /&gt;
! width=70%| Substantiality&lt;br /&gt;
! width=30%| Bonus&lt;br /&gt;
|- align=center&lt;br /&gt;
! Translucent&lt;br /&gt;
| 1-3%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Flickering&lt;br /&gt;
| 4-6%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Quivering&lt;br /&gt;
| 7-9%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Solid&lt;br /&gt;
| 10-12%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Undulating&lt;br /&gt;
| 13-15%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Vivid&lt;br /&gt;
| 16-18%&lt;br /&gt;
|- align=center&lt;br /&gt;
! Luminous&lt;br /&gt;
| 19-20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polarity====&lt;br /&gt;
Indicates the polarity of the prediction.  Requires first level of success.&lt;br /&gt;
*Good: Aquamarine, Azure, Cerulean, Sapphire, Sky blue.&lt;br /&gt;
*Neutral (Failed check): Grey, Pale, White&lt;br /&gt;
*Bad: Crimson, Fiery, Molten, Ruby, Scarlet&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
Indicates the skillset of the prediction.  Requires first level of success.&lt;br /&gt;
*Moonblade: Offense&lt;br /&gt;
*Shield: Defense&lt;br /&gt;
*Spellbook: Magic&lt;br /&gt;
*Tome: Lore&lt;br /&gt;
*Tree: Survival&lt;br /&gt;
*Amorphous blob/force/shape: Failed check&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
Indicates the remaining length of the prediction.  Requires first level of success.&lt;br /&gt;
{| width=40% class=wikitable&lt;br /&gt;
! width=85%| Duration&lt;br /&gt;
! width=15%| Minutes&lt;br /&gt;
|- align=center&lt;br /&gt;
! It pops out of existence the moment you notice it&lt;br /&gt;
| &amp;lt;15&lt;br /&gt;
|- align=center&lt;br /&gt;
! It seems to vanish almost immediately&lt;br /&gt;
| &amp;lt;30&lt;br /&gt;
|- align=center&lt;br /&gt;
! It quickly dissipates&lt;br /&gt;
| &amp;lt;45&lt;br /&gt;
|- align=center&lt;br /&gt;
! It shimmers and fades from view&lt;br /&gt;
| &amp;lt;60&lt;br /&gt;
|- align=center&lt;br /&gt;
! It disperses slowly&lt;br /&gt;
| &amp;lt;75&lt;br /&gt;
|- align=center&lt;br /&gt;
! It hangs in the air a moment before fading from sight&lt;br /&gt;
| &amp;lt;90&lt;br /&gt;
|- align=center&lt;br /&gt;
! It lingers in your mind long after the form has finally scattered.&lt;br /&gt;
| &amp;gt;90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skill====&lt;br /&gt;
Indicates the exact skill of the prediction.  Requires second level of success.&lt;br /&gt;
*See [[Divination Bones]] for a full list of messages.  Most are the same if not very similar.  Only a few are different.&lt;br /&gt;
&lt;br /&gt;
====Source====&lt;br /&gt;
Indicates the source of the prediction.&lt;br /&gt;
*Third level of success will indicate the race:&lt;br /&gt;
::&#039;&#039;An Elven woman stands in the background, watching.&amp;lt;br&amp;gt;&lt;br /&gt;
*Fourth level of success will grant the name (strangely familiar indicates your own prediction):&lt;br /&gt;
::&#039;&#039;An Elven woman stands immediately before you. You recognize the figure as Caelumia.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as a [[CJ|Celestial Jewelry]] enchantment, and it&#039;s relative power:&lt;br /&gt;
::&#039;&#039;A pair of stars glimmer overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A small constellation shines overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;A brilliant array of stars gleams overhead.&amp;lt;br&amp;gt;&lt;br /&gt;
*This can also indicate the source as being Sorcerous in nature:&lt;br /&gt;
::&#039;&#039;For some reason, the display leaves a deep sense of unease lingering in the back of your mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other prediction types==&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|event {optional target} }}&lt;br /&gt;
*Requires 10th circle.  Learned by having an event predicted on you by another Moon Mage with this ability.&lt;br /&gt;
*Requires at least a single observation in the event prediction pool.&lt;br /&gt;
:*Filling the event prediction pool is done by using {{com|study}} {{tt|sky}}.&lt;br /&gt;
:*The event pool fills drastically faster at night and with more skill.&lt;br /&gt;
:*You can check how full your event prediction pool is by using {{com|predict}} {{tt|state event}}&lt;br /&gt;
:*Unlike the skillset prediction pools, the event prediction pools decays over time eventually reaching zero if left unused.&lt;br /&gt;
:*The chance of a successful prediction is related to how full the pool is, but since there is no round time for a failed attempt the command can be spammed until a prediction is successful.&lt;br /&gt;
*Predicting an event on another player will display the vision to both them and yourself.&lt;br /&gt;
*Predicting on other guilds will sometimes result in visions related to their guilds that would otherwise be unavailable.&lt;br /&gt;
*Occasionally, Moon Mages will get a message indicating something has shifted in the heavens. This is an indication that a time sensitive event prediction is available.&lt;br /&gt;
*This is no longer a good source of [[Astrology]] experience, although it does provide a trickle.&lt;br /&gt;
*A list of Event visions can be found [[Vision list|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus inwardly searching for insight into your future.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As your vision clears you see an Elf lecturing a group of students, gesticulating wildly at a variety of star charts and divination tools. A cracked and bloodied sandstone bowl lies next to an unconscious and bleeding student. A fierce growl comes from the east, followed by the sound of breaking glass and a muffled cry.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
*Syntax: {{com|predict}} {{tt|weather}}&lt;br /&gt;
*10 minute cooldown for experience.&lt;br /&gt;
*Can be used both outside and indoors, although the skill check is harder while indoors.&lt;br /&gt;
::Used outside it teaches a small amount of perception, scholarship and astrology; more useful at low levels of skill.&lt;br /&gt;
::Used inside (without a view of the sky) it teaches a small amount of astrology; more useful at low levels of skill.&lt;br /&gt;
*With sufficent skill the mage will be able to predict further into the future and with an increasing degree of certainty.  Each line represents roughly 10 minutes into the future.&lt;br /&gt;
::&#039;&#039;You gaze at the heavens, taking careful note of the current weather.  You sense the weather will progress as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You predict that light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, light rains are on the way.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be partly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the skies will be mostly cloudy.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;After that, the sky will be overcast.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be performed in the [[Astral Plane]] to get a general idea of how the microcosm is changing.&lt;br /&gt;
::&#039;&#039;You sense that the streams of Grazhir&#039;s mana flow steadily and are suffering from minor disruptions.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;You believe conditions are currently growing worse.&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
==Other notes==&lt;br /&gt;
&lt;br /&gt;
===Batwing Skull===&lt;br /&gt;
When a [[Moon Mage]] performs a prediction without using a divination tool, there is a possibility of receiving a [[Bat-Winged Skull]] curse. This curse is a critical failure. The Moon Mage suffers a prolonged stun.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
What the moon mage sees:&amp;lt;br&amp;gt;&lt;br /&gt;
:You look inside yourself in an attempt to see beyond the now.&lt;br /&gt;
:After a few moments, the mists of time begin to part.&lt;br /&gt;
:Suddenly your mind receives a numbing jolt as visions of a bat-winged skull overwhelm your mind.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
What others see:&amp;lt;br&amp;gt;&lt;br /&gt;
:Player closes his eyes briefly before snapping them open again revealing scleras awash with shadows that creep into the irises.  Threads of silver flicker across the pupils as his eyes drift about serenely.&amp;lt;br&amp;gt;&lt;br /&gt;
:The shadows overwhelm his eyes as he abruptly collapses into a heap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grandfather===&lt;br /&gt;
*Syntax is Predict Grandfather Confirm.&lt;br /&gt;
*Sets your Astrology skill to circle*2 (this is &#039;&#039;&#039;less&#039;&#039;&#039; then the circle requirement generally and does &#039;&#039;&#039;not&#039;&#039;&#039; produce TDPs).&lt;br /&gt;
*Only relevant if your Moon Mage predates the Astrology skill&lt;br /&gt;
*Does not exist in The Fallen.&lt;br /&gt;
&lt;br /&gt;
===Thanatology===&lt;br /&gt;
When a [[Moon Mage]] {{com|align}}s to the Thanatology skill, they receive the following vision:&lt;br /&gt;
:Pain! A concept erupts from the back of your mind, cold and crushing. For a few, sharp moments you experience The End -- the death of stars and the deconstruction of fate as a metaphysical force.&lt;br /&gt;
:The death of the universe orbits... something. Some force or some entity. Something you cannot see; that you have an unconscious need not to.&lt;br /&gt;
:It sees you.&lt;br /&gt;
&lt;br /&gt;
This also taints the Moon Mage with Necromantic taint, similar to what a Necromancer experiences during the middle stages of [[Outrage#Divine Outrage|Divine Outrage]].&lt;br /&gt;
&lt;br /&gt;
If it instead aligns to the {{skill|empathy}} please make a {{com|bug}} report, as this is a reoccuring issue that needs to be remedied.&lt;br /&gt;
&lt;br /&gt;
==Player Created Lore==&lt;br /&gt;
Mozzik&#039;s Four Axioms of Fate (Player created lore)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;All things are subject to Fate.&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#*This includes the Immortals. One may question if Fate predates the Immortals or if it is their creation and yet they have become bound to it through some mechanism. However the question is irrelevant because the answer is unknowable by mortal minds and the consequences the same in either case.&lt;br /&gt;
#&#039;&#039;&#039;Free will exists.&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Fate is the force that causes actions.&#039;&#039;&#039; &lt;br /&gt;
#*Fate dictates what actions will be taken and when. Fate has no involvement in creation or destruction, beyond dictating when and where they must happen.&lt;br /&gt;
#&#039;&#039;&#039;Fate exists on the [[Plane of Probability]] alone despite the fact that its influence extends well beyond that plane.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mozzik&#039;s full lecture on the Four Axioms of Fate and prediction can be found [[Post:A_lecture_on_fate_and_predictions|here]]&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moongate&amp;diff=687563</id>
		<title>Moongate</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moongate&amp;diff=687563"/>
		<updated>2026-01-19T06:30:41Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Casting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Moongate&lt;br /&gt;
|abbrev=mg&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self, Special&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=Circle 25, [[Teleport]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|pulse=10&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Moongate spell will allow you to transport other people to any point where you have a moonbeam focused.  Just be careful to never cast it without having a moonbeam focused.&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=Creates a portal to your moonbeam.&lt;br /&gt;
|messaging=&#039;&#039;&#039;Xibar:&#039;&#039;&#039;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A fierce blue-white glare forces you to avert your eyes for a moment.  When it subsides, a blue Moongate stands before you, rippling slightly.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Katamba:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A swirling vortex of shadows draws itself from the ground and coalesces into a black Moongate, which yawns open like a hungry maw.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yavash:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
In a blazing fountain of red-gold sparks, a red Moongate blazes into life.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
|Image File=MoonGate Xibar.jpg&lt;br /&gt;
}}&lt;br /&gt;
==Distance==&lt;br /&gt;
The following table lists the approximate amount of mana required to open a gate at a given distance in zones as determined by the [[zone map]]. This can be reduced by casting [[Braun&#039;s Conjecture]], to a maximum reduction of 20%, i.e. 80% of the below mana being required.&lt;br /&gt;
{{UpdateDR3|Mana values for distances need updating to 3.2 values; mana values for Basalt Isle only distances need to be added.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
| Distance || &#039;&#039;&#039;Mainland only&#039;&#039;&#039; || &#039;&#039;&#039;Islands only&#039;&#039;&#039; || &#039;&#039;&#039;Island to Mainland&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0 zones || 5 mana || 6 mana || - &lt;br /&gt;
|-&lt;br /&gt;
| 1 zone || 5 mana || 6 mana || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 zones || 6 mana  || 8 mana || 10? mana &lt;br /&gt;
|-&lt;br /&gt;
| 3 zones || 6 mana || 8 mana || 12 mana&lt;br /&gt;
|-&lt;br /&gt;
| 4 zones || 6 mana || ? || 13? mana &lt;br /&gt;
|-&lt;br /&gt;
| 5 zones || 7 mana || - || 15 mana &lt;br /&gt;
|-&lt;br /&gt;
| 6 zones || 7 mana || - || 16 mana &lt;br /&gt;
|-&lt;br /&gt;
| 7 zones || 8 mana || - || ?  &lt;br /&gt;
|-&lt;br /&gt;
| 8 zones || 9 mana || - || 23 mana &lt;br /&gt;
|-&lt;br /&gt;
| 9 zones || 10 mana || - || 24? mana &lt;br /&gt;
|-&lt;br /&gt;
| 10 zones || 11 mana || - || 25? mana &lt;br /&gt;
|-&lt;br /&gt;
| 11 zones || 12 mana || - || ?&lt;br /&gt;
|-&lt;br /&gt;
| 12 zones || 13 mana || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Casting Information==&lt;br /&gt;
This is a cyclic spell.  To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then {{tt|cast}} [[Katamba]]/[[Xibar]]/[[Yavash]] (with a focused moonbeam in place from the target moon in question). Additionally you can {{tt|cast}} [[Grazhir]] with knowledge of the 100th circle ability.  This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements.  [[Cambrinth]] also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It requires a minimum of five mana streams, and can expand to a maximum of forty-five mana streams woven into it. &lt;br /&gt;
Harnessing mana after prepping does not add to the spell&#039;s strength but will add duration.&lt;br /&gt;
&lt;br /&gt;
To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. (approximately 250 utility ranks).  By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster.  It requires the Utility skill to cast effectively. &lt;br /&gt;
&lt;br /&gt;
Without knowledge of the 100th circle ability, if you cast this spell on a [[:Category:Moons|moon]] that is not out, either a [[Voidspawn_(1)|voidspawn]] (more powerful than the invasion [[Voidspawn_(2)|version]]) will emerge from the Moongate and kill your character, or you&#039;ll immediately be obliterated by a lash of energy from the rogue gate tinged with razor-edged shadows.  If you are killed by the voidspawn, it will break up into multiple [[Tenebraeling|Tenebraelings]] in a sort of mini-invasion. (Note: someone can drag you away from the rogue Moongate before you&#039;re obliterated and save your life!)  &lt;br /&gt;
&lt;br /&gt;
Unlike [[Teleport]], you cannot open a moongate to or from a boat.&lt;br /&gt;
&lt;br /&gt;
The ongoing cost of the spell is lessened if the caster is standing at one of the ends, and steadily increases the longer it remains open.&lt;br /&gt;
&lt;br /&gt;
==Entering the Astral Plane==&lt;br /&gt;
This spell, like [[Teleport]], can be used to enter the [[Astral Plane]]. Note that entering the Astral Plane (AP) with Moongate is considered more difficult than with Teleport, so if the feat is at the edge of your skills, you may be risking a hazardous experience. Nevertheless, using a Moongate to enter the AP is generally the preferred method because, unlike Teleporting into the AP, you continue to hold any mana you harnessed before entering, and the amount of mana that a Moon Mage has harnessed around them while within the AP increases the length of time that said MM can survive within the microcosm.&lt;br /&gt;
&lt;br /&gt;
==Guarding==&lt;br /&gt;
The caster can {{Com|GUARD}} moongate to prevent people from passing through and {{Com|NOD}} to a person to allow passage.&lt;br /&gt;
==Moongate Hue==&lt;br /&gt;
In general, the color of the moongate is a simple reflection of the source that it is cast upon: blue for Xibar, red for Yavash, and black for Katamba. In addition, other moongate forms exist that correspond to other sources, such as the &amp;quot;wave of distorted reality&amp;quot; that it manifests when cast at the AP, the &amp;quot;rogue moongate tinged with screaming, razor-edged shadows&amp;quot; that you see if you cast upon a nonexistent moonbeam, or simply &amp;quot;a green moongate&amp;quot; as has been seen used by the GMPC King [[Talorc]]. (It should be noted that this green moongate is GMPC-only at the time of this writing, so is just as likely to be GM-flavor as it is a hint at another source to tap with the Moongate spell.)&lt;br /&gt;
&lt;br /&gt;
==Moongate Properties==&lt;br /&gt;
&lt;br /&gt;
You focus your magical senses on the Moongate.&amp;lt;br&amp;gt;&lt;br /&gt;
There is a definite pattern of Transduction magic within the Moongate, which holds its form together.&amp;lt;br&amp;gt;&lt;br /&gt;
Using a principle of enlightened geometry, the Moongate occupies two points in space simultaneously.  Maintaining this effect requires a constant source of Lunar mana to supply the necessary teleportational energy.&amp;lt;br&amp;gt;&lt;br /&gt;
Roundtime: 5 seconds.&lt;br /&gt;
&lt;br /&gt;
The red Moongate is a wide, blazing ring of fire encircling a window into another part of the world.  A confused wind blows back and forth through it, as if unsure which side of the Gate it prefers.&lt;br /&gt;
&lt;br /&gt;
The black Moongate looks like a pool of rippling ink, standing inexplicably on end.  At an angle it appears to be opaque, but peering at it straight on gives the impression of a window into another part of the world.&lt;br /&gt;
&lt;br /&gt;
Intense blue-white light glares from the arch of the Moongate, making it difficult to look at from an angle.  Peering at it squarely perpendicular, the glare isn&#039;t quite so bright and you can see the gate&#039;s destination.&lt;br /&gt;
&lt;br /&gt;
==Additional Messaging==&lt;br /&gt;
&#039;&#039;&#039;Rogue Moongate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You gesture.&lt;br /&gt;
:A brief wave of disorientation washes outward as reality itself tears wide open, forming a rogue Moongate tinged with screaming, razor-edged shadows.&lt;br /&gt;
&lt;br /&gt;
followed by:&lt;br /&gt;
:A voidspawn emerges from the screaming Moongate.&lt;br /&gt;
or&lt;br /&gt;
:A wave of wild teleportational energy erupts from the screaming gate and washes over you!  The assault is maliciously short of complete obliteration, granting you a few seconds of awareness as your body is torn apart.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entering/Exiting Astral Plane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You gesture.&lt;br /&gt;
:A brief wave of disorientation washes outward as reality itself tears wide open, forming an unstable Moongate around you!&lt;br /&gt;
:You are pulled through your unstable Moongate.&lt;br /&gt;
&lt;br /&gt;
==Zone Map==&lt;br /&gt;
The [[Zone Map]] provides a means to calculate how much mana is required to Moongate a given distance with a given skill.&lt;br /&gt;
&lt;br /&gt;
==[[Alteration]] Guidelines==&lt;br /&gt;
{{:Alteration/Moongate}}&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=687133</id>
		<title>Whole Displacement</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=687133"/>
		<updated>2026-01-07T02:02:10Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=WD&lt;br /&gt;
|minprep=6&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Whole Displacement spell places a ward of teleportational energy upon the caster, which can move him out of combat when triggered.  It should prove useful in escaping from difficult foes.  This is a simple teleportation spell and it can become &amp;quot;stressed&amp;quot; over time, taking longer and longer to activate if it is used without rest.&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=pulsing teleport out of combat&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
The air seems to shudder as displacement magics gather around you.&lt;br /&gt;
&lt;br /&gt;
A blinding flash of light engulfs you as a gut-wrenching sensation wracks your body, moving you further away!&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires a moon up&lt;br /&gt;
*Braun&#039;s Conjecture appears to make casting easier&lt;br /&gt;
*Initial pulse rate depends on mana. (min mana pulses after 9 seconds, max mana pulses after 6 seconds)&lt;br /&gt;
*Each time this activates in combat, the time to the next activation will increase by 1 second. Each time it would activate but you are not in combat, this penalty decreases by one second.&amp;lt;ref&amp;gt;[[Post:Official-announcements - Grejuva - 10/12/2025 - 11:19]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*WD pulse rate can be reduced to 1 second, but it seems unreliable/erratic&lt;br /&gt;
*Pulsing takes you out of stealth and out of any groups you are in&lt;br /&gt;
*Easter egg: Replaces normal room to room movement messaging with a short range teleport that disguises the direction you moved.&lt;br /&gt;
:&#039;&#039;E.g. Moonmage vanishes in a ripple of light and shadow. Moonmage appears in a ripple of light and shadow.&#039;&#039;&lt;br /&gt;
:*This only overrides standard movement. For example, moving through portals, climbing, and swimming will message as normal.&lt;br /&gt;
:*This can be disabled by turning BRIEF SPELLMSG ON&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Soul_Bonding&amp;diff=687132</id>
		<title>Soul Bonding</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Soul_Bonding&amp;diff=687132"/>
		<updated>2026-01-07T02:01:10Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sb&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Vigil]] or [[Soul Sickness]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Soul Bonding spell is a matrix of two possible patterns.&lt;br /&gt;
&lt;br /&gt;
If you know Vigil, this spell can rejoin a dead spirit back to its body, preparing it for Resurrection and keeping it from being separated.&lt;br /&gt;
&lt;br /&gt;
If you know Soul Sickness, this spell can lock a living target&#039;s presence to an area, prohibiting their ability to move any significant distance.  If they do manage to move, bits and pieces of their spirit will be left behind with the anchored spell pattern and cause great distress.&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=Prevents advancing, retreating, and leaving the room. Prepares corpses for Resurrection.&lt;br /&gt;
|messaging=&#039;&#039;&#039;Bonding a soul:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;Cleric&amp;gt; gestures at you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your body is outlined by a silvery corona as your soul is bonded to it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive cast:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture at a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your magic hooks the goblin shaman&#039;s soul in two points, coaxing motes of violet essence to escape through its eyes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Conjoined by cobwebby traceries of light, the dyad of motes swings apart harmoniously around it and begins to gyrate with dizzying velocity!&amp;lt;br /&amp;gt; &lt;br /&gt;
The goblin shaman becomes encased in a spectral cocoon which soon sinks into its body, then the motes disappear into the ground one by one, its bound spirit anchored in place.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash effect when cast on undead:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture at a faenrae reaver.&amp;lt;br /&amp;gt;&lt;br /&gt;
With no living spirit to manipulate, the spell recoils upon you!&amp;lt;br /&amp;gt;&lt;br /&gt;
A flash of pain through your eyes renders your own soul bound in place.&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=fortitude&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Messaging==&lt;br /&gt;
If your movement is affected by the spell then you may see these messages:&lt;br /&gt;
* When try to move: &#039;&#039;As you start to move, a tearing sensation wracks your viscera.  You are unable to go.&#039;&#039;&lt;br /&gt;
* When effect wears off: &#039;&#039;A sudden lurching sensation grips your spirit as you feel the magic anchoring you dissipate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Does not function against undead (they are invalid targets).&lt;br /&gt;
* If cast without a valid target it will instead turn on you, temporarily preventing your movement.&lt;br /&gt;
* Forces target out of any groups, and prevents them from joining or being added to any group for duration&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=686382</id>
		<title>Whole Displacement</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=686382"/>
		<updated>2025-12-24T19:07:23Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=WD&lt;br /&gt;
|minprep=6&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Whole Displacement spell places a ward of teleportational energy upon the caster, which can move him out of combat when triggered.  It should prove useful in escaping from difficult foes.  This is a simple teleportation spell and it can become &amp;quot;stressed&amp;quot; over time, taking longer and longer to activate if it is used without rest.&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=pulsing teleport out of combat&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
The air seems to shudder as displacement magics gather around you.&lt;br /&gt;
&lt;br /&gt;
A blinding flash of light engulfs you as a gut-wrenching sensation wracks your body, moving you further away!&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires a moon up&lt;br /&gt;
*Braun&#039;s Conjecture appears to make casting easier&lt;br /&gt;
*Initial pulse rate depends on mana. (min mana pulses after 9 seconds, max mana pulses after 6 seconds)&lt;br /&gt;
*Each time this activates in combat, the time to the next activation will increase by 1 second. Each time it would activate but you are not in combat, this penalty decreases by one second.&amp;lt;ref&amp;gt;[[Post:Official-announcements - Grejuva - 10/12/2025 - 11:19]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*WD minimum pulse rate seems to be 2 seconds&lt;br /&gt;
*Pulsing takes you out of stealth and out of any groups you are in&lt;br /&gt;
*Easter egg: Replaces normal room to room movement messaging with a short range teleport that disguises the direction you moved.&lt;br /&gt;
:&#039;&#039;E.g. Moonmage vanishes in a ripple of light and shadow. Moonmage appears in a ripple of light and shadow.&#039;&#039;&lt;br /&gt;
:*This only overrides standard movement. For example, moving through portals, climbing, and swimming will message as normal.&lt;br /&gt;
:*This can be disabled by turning BRIEF SPELLMSG ON&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=686378</id>
		<title>Whole Displacement</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=686378"/>
		<updated>2025-12-24T19:01:24Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=WD&lt;br /&gt;
|minprep=6&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Whole Displacement spell places a ward of teleportational energy upon the caster, which can move him out of combat when triggered.  It should prove useful in escaping from difficult foes.  This is a simple teleportation spell and it can become &amp;quot;stressed&amp;quot; over time, taking longer and longer to activate if it is used without rest.&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=pulsing teleport out of combat&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
The air seems to shudder as displacement magics gather around you.&lt;br /&gt;
&lt;br /&gt;
A blinding flash of light engulfs you as a gut-wrenching sensation wracks your body, moving you further away!&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires a moon up&lt;br /&gt;
*Braun&#039;s Conjecture appears to make casting easier&lt;br /&gt;
*Initial pulse rate depends on mana. (min mana pulses after 9 seconds, max mana pulses after 6 seconds)&lt;br /&gt;
*Each time this activates in combat, the time to the next activation will increase by 1 second. Each time it would activate but you are not in combat, this penalty decreases by one second until back to the baseline.&amp;lt;ref&amp;gt;[[Post:Official-announcements - Grejuva - 10/12/2025 - 11:19]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*It seems that WD pulse rate can go down to 2 seconds if you wait long enough&lt;br /&gt;
*Pulsing takes you out of stealth and out of any groups you are in&lt;br /&gt;
*Easter egg: Replaces normal room to room movement messaging with a short range teleport that disguises the direction you moved.&lt;br /&gt;
:&#039;&#039;E.g. Moonmage vanishes in a ripple of light and shadow. Moonmage appears in a ripple of light and shadow.&#039;&#039;&lt;br /&gt;
:*This only overrides standard movement. For example, moving through portals, climbing, and swimming will message as normal.&lt;br /&gt;
:*This can be disabled by turning BRIEF SPELLMSG ON&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dazzle&amp;diff=685733</id>
		<title>Dazzle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dazzle&amp;diff=685733"/>
		<updated>2025-12-19T15:02:07Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature, Item&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Shadows]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Dazzle spell bathes the target in a bright flash of light.  It&#039;s such a bright flash that it will disorient the target and cause them to stop in their tracks.  The duration of the flash depends on the amount of power you put into the spell.  While the flash will never last more than a moment, this can mean the difference between a barely seen flicker and a blinding experience.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dazzle also interacts with the sigils lunar enchanters use to create their devices.  While it is not the most elegant tool at an artificer&#039;s disposal, it favored by journeyman enchanters who want all their spells to be useful in the field.&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=Stuns target&lt;br /&gt;
|messaging=You gesture at a sleazy lout.&lt;br /&gt;
SUCCESS&amp;lt;br /&amp;gt;&lt;br /&gt;
The abundant moonlight lends strength to your spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
A flicker of prismatic light envelops a sleazy lout!&amp;lt;br /&amp;gt;&lt;br /&gt;
A sleazy lout stops dead in its tracks and flails blindly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
FAILURE&amp;lt;br /&amp;gt;&lt;br /&gt;
Your spell pattern collapses because there is not enough celestial light available for it to manipulate.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
|offtype=magic&lt;br /&gt;
|deftype=fortitude&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&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;
*Requires at least one of [[Xibar]], [[Yavash]], or the [[Sun]] in the sky, or two of them if the sky is not visible.&lt;br /&gt;
*Receives a potency boost if both Xibar and Yavash are in the sky.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685599</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685599"/>
		<updated>2025-12-15T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685598</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685598"/>
		<updated>2025-12-15T14:54:56Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM. For misc: VOI.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685597</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685597"/>
		<updated>2025-12-15T14:53:24Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, DIG/WotP, and HES. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685596</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685596"/>
		<updated>2025-12-15T14:51:11Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos or gyre&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category if they use SPITE or Shear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685581</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685581"/>
		<updated>2025-12-15T06:40:26Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685580</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685580"/>
		<updated>2025-12-15T06:39:32Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685579</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685579"/>
		<updated>2025-12-15T06:38:47Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685578</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685578"/>
		<updated>2025-12-15T06:38:00Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685577</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685577"/>
		<updated>2025-12-15T06:37:36Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
* default defensive, since MM is so paper thin&lt;br /&gt;
* stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
* let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
* if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
* if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685576</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685576"/>
		<updated>2025-12-15T06:35:50Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
- default defensive, since MM is so paper thin&lt;br /&gt;
&lt;br /&gt;
-stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
&lt;br /&gt;
-let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
&lt;br /&gt;
-if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
&lt;br /&gt;
- if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;br /&gt;
&lt;br /&gt;
Disclaimer #2: There&#039;s a lot to understand about how debilitation spells work. Sorry but it&#039;s way too much to get into, and it&#039;s not MM specific.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685575</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685575"/>
		<updated>2025-12-15T06:34:13Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Avrenka&amp;#039;s Crappy Guide to Moonmage PvP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
&lt;br /&gt;
- default defensive, since MM is so paper thin&lt;br /&gt;
&lt;br /&gt;
-stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
&lt;br /&gt;
-let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
&lt;br /&gt;
-if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
&lt;br /&gt;
- if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
&lt;br /&gt;
* vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
* vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
* vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
* vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specific matchups:&lt;br /&gt;
&lt;br /&gt;
* vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
* vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
* vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
* vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
* vs Empath -- use Moonblade + Dazzle/Rend combo to strip off IC, otherwise you&#039;re never gonna take them down&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder (and maybe PD).&lt;br /&gt;
&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom and Lay Ward.&lt;br /&gt;
&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. The TM focus bonus goes away if you swap hands, stow it, drop it, or lower it. If you do any physical attack like punch, maneuver rush, it also goes away. But Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
&lt;br /&gt;
2 - RAGE - have it up, or Sorrow won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Mana - always put max mana into all your spells, or you&#039;ll hit like a wet noodle. (i.e. prep Sorrow 100)&lt;br /&gt;
&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus. But don&#039;t use Burn, it sucks. &lt;br /&gt;
&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and make sure you have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
7 - Be mentally ready to abandon TM and use weapons against anti-magic matchups. Nothing worse than freezing in the middle of a fight cuz you can&#039;t mentally switch gears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of weird things about it. This is our bread and butter spell, use it by default. &lt;br /&gt;
&lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target warbrolus head). Use it on your favorite paladin. Combo it with Sorrow and watch heads explode since they both do Internal Wound damage, and you&#039;re targeting the head with both these spells. You will likely need to full prep PD or it won&#039;t hit.&lt;br /&gt;
&lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them. Surprise!&lt;br /&gt;
&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend combo, stripping their wards. Do not neglect this spell, make sure all 3 nodes are locked and loaded before the fight. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: this is how I pvp right now. I&#039;m constantly experimenting and learning new things every week. This is just what I learned. Feel free to ignore and do your own thing!&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685574</id>
		<title>Avrenka</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Avrenka&amp;diff=685574"/>
		<updated>2025-12-15T06:13:29Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
| name = Mathematician Avrenka[[File:Avrenka 3.jpg|thumb]]&lt;br /&gt;
| status      = Active&lt;br /&gt;
| race        = Human&lt;br /&gt;
| gender      = Male&lt;br /&gt;
| guild       = Moon Mage&lt;br /&gt;
| instance    = Prime&lt;br /&gt;
| relative    = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Human who values knowledge above all else, Avrenka seeks the truth and its meaning behind everything. Skeptical to a fault, he takes no one at their word -- but equally, he will not dismiss anyone&#039;s words without careful consideration. To him, social constructs hold no value -- only truth and knowledge have merit.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Avrenka, whose name means &amp;quot;Moon Tree&amp;quot; in Gamgweth, was born under an oak tree at a night when all three moons shone brightly.&lt;br /&gt;
&lt;br /&gt;
Raised on the outskirts of Dirge by his father, an apothecarist, Avrenka was no stranger to delivering medicines to miners injured from accidents, trolls, volcanic eruptions, to name a few. And while his two older brothers demonstrated talent and skill in the healing arts, Avrenka found he had none.&lt;br /&gt;
&lt;br /&gt;
Instead, he excelled at school, particularly in Mathematics and Astrology. So when he became of age, with his father&#039;s reluctant approval, Avrenka moved to Crossing to become a Moon Mage to pursue greater knowledge on how the universe works.&lt;br /&gt;
&lt;br /&gt;
Nowadays, Avrenka spends his time conducting magical research experiments, and maintains his adolescent practice of rescuing fallen adventurers.&lt;br /&gt;
&lt;br /&gt;
== Avrenka&#039;s Crappy Guide to Moonmage PvP ==&lt;br /&gt;
&amp;quot;You have Unleash to put up other buffs to Batman your way to victory. You can get away with anything.&amp;quot; -Rakkor&lt;br /&gt;
&lt;br /&gt;
MM Strengths:&lt;br /&gt;
1 - versatile kit means you can have an answer for almost any situation, given the right prep&lt;br /&gt;
2 - extremely f2p friendly, Unleash obviates any need for wands or tattoos&lt;br /&gt;
3 - high potential damage&lt;br /&gt;
&lt;br /&gt;
MM Weaknesses:&lt;br /&gt;
1 - requires the most prep time&lt;br /&gt;
2 - high skill ceiling, must understand every matchup&lt;br /&gt;
3 - lowest defense&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 1 - Mental Prep: Strategize&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;What I learned at Tournament Camp this fall ... Have a plan. Have a backup plan. Have a backup plan to the backup plan.&amp;quot; -Valynn&lt;br /&gt;
&lt;br /&gt;
1 - Group fight - two ways to fight: aggressive and defensive&lt;br /&gt;
	- default defensive, since MM is so paper thin&lt;br /&gt;
		-stay hidden &amp;amp; invis, be last to act, keep your eye on enemy primary damage dealer&lt;br /&gt;
		-let them come to you: setup AVA + Tremor, as these pulses do not reveal you&lt;br /&gt;
		-if you&#039;re being focused, MOVE! Put up Shear and prep either Sorrow or a debil, so you can immediately cast when you jump back in (don&#039;t forget to rejoin group leader)&lt;br /&gt;
	- if you can afford to go full offense, do so. I.e. you&#039;re not primary target or you have a paladin/empath covering you&lt;br /&gt;
&lt;br /&gt;
2 - 1v1s&lt;br /&gt;
	- vs Stealthers (Ranger, Thief, Necro) -- use AVA to reveal, try to inflict nerve damage with MB, use WATCH if allowed. Spam Sorrow, the bolts pull them out of hiding.&lt;br /&gt;
	- vs Weapons (Paladin, Barb, Thief) -- be very conscious of your MAF going down, MAF is literally your lifeline. WD and Shove are also essential, unless you like eating 30% impales. Be ready to curse HT if you know they will spam hurl.&lt;br /&gt;
	- vs Magic -- LW + Shear is essential. Re-up Shear as much as possible.&lt;br /&gt;
	- vs Anti-Magic (Forsaken, Trader, WM) -- you need to use weapons. Put up RW, TW, RESO, RUE, along with LW + Shear. Your combo is debil, rush, impale, palm, then Hurl spam until 90 sec you can do it over again. Clerics and MM can also fit in this category.&lt;br /&gt;
&lt;br /&gt;
Specific matchups:&lt;br /&gt;
	- vs Ranger -- Rend RITS, RITS kiting is a pain. Don&#039;t move rooms, or you reset Ranger SK cooldown&lt;br /&gt;
	- vs Forsaken -- use mindshout or Tremor to disable critters, use rush to land your debil and then use weapon attacks. 99% they will have WORM setup to block magic from ranged, not melee.&lt;br /&gt;
	- vs Paladin -- cast Sorrow first, wait for first bolt to get blocked by paladin&#039;s SP, then you can debil. If you&#039;re against someone with max armor (aka Warb), you have to use either PD or Bonegrinder&lt;br /&gt;
	- vs Barbarian -- cast Sorrow first to trigger Swan, then debil. Or use a bubble wand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 2 - Buffing&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;ABB: Always Be Buffing&amp;quot; -Illiya&lt;br /&gt;
&lt;br /&gt;
1 - Prediction pools - predict buff your sorcery, TM and tactics at the minimum. You&#039;ll also want the option available to curse enemy HT, shield and evasion. RTR is critical.&lt;br /&gt;
2 - Native spells - BC + DC for predicts. AUS + Shadowling for mana. IOTS (Int/Disc), SEER, TKSH, MAF, PSY, CV, Shadows, RF, WD. SCO if using Bonegrinder.&lt;br /&gt;
3 - Runestones - Axinite (GG) for wisdom. LW.&lt;br /&gt;
4 - Scrolled - IP is must have. Pick between AVA, Tremor and Awaken for #2. Careful with Tremor, it has a good chance of giving you bad sorcery backlash.&lt;br /&gt;
5 - Unleash - SAP (Augmentation), RAGE, AS/Awaken, AD, SUF/Centering, SR, EY are critical. Note: SAP, AS, SUF and EY are castable on others. (AS is only 5 min if casted on other). For stats: SW/SoTT, GoL, and Finesse are important. For debils: REPR, Courage, NON, Tranquility.&lt;br /&gt;
6 - Teammate buffs - For stats: Ask for MEF/TURI, Vigor, SoTT/SW, and DIG/WotP. For skills: ask for Instinct/SW, and EM.&lt;br /&gt;
&lt;br /&gt;
As you can see, this is a lot of buffs. It takes me anywhere 10-15min to finish buffing. It&#039;s rough.&lt;br /&gt;
&lt;br /&gt;
Be aware that certain spells only last 10min, like WD, AS, Awaken, and LW. Save these spells for right before the fight starts.&lt;br /&gt;
&lt;br /&gt;
Yes, always use AD for your cyclic. Unless you like being Ice Patched for 25 seconds. Everyone and their mom has IP, IP wands, IP tattoos. It&#039;s literally the best CC spell in the game. Which makes AD obligatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 3 - Defense&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;Oops I forgot to put on my armor&amp;quot; -everyone&lt;br /&gt;
&lt;br /&gt;
1 - Armor - I personally believe stealth is too important for moonmages, so I always recommend going Leather. Shadowleaf, Punka and Corrugated are best. Do not clownsuit. Make sure armor is repaired. Make sure you&#039;re wearing it.&lt;br /&gt;
2 - Stance - if you have SR up, you can stance 100% evasion, 2% parry, 100% shield. Don&#039;t forget to adjust your stance!&lt;br /&gt;
3 - Shield - tertiary armor means we have to wear small shields. Diamondhide/shadowleaf, octagonal shield are best. Triangular agonite sipar, demonscale blasted plains are good too. If possible, keep your shield held in your left hand, as wearing the shield reduces its defense by 20%.&lt;br /&gt;
4 - Balance - if you&#039;re wondering why you can&#039;t hit anybody and everyone&#039;s hitting you, it&#039;s probably cuz of your balance. When you&#039;re stunned/proned, your balance gets tanked to very badly, and likely you&#039;ll see &amp;quot;Opponent is overwhelming you&amp;quot;. This is why landing debils is crucial, and why balance healing spells like AD, SUF and Centering are also crucial. This is why winning the debil contest usually means winning the match.&lt;br /&gt;
5 - Wounds - head and eye wounds prevent searching. Head wounds also prevent using wands. Leg, arm and nerve damage penalize stealth. Nerve damage also penalizes defense and magic skill. Use herbs, they help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 4 - Offense&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;I think you got 50% vitality on a Sorrow cast that first fight&amp;quot; -Malkien&lt;br /&gt;
&lt;br /&gt;
1 - TM Focus - get an Accuracy one. Make sure you invoke it in your right hand, it&#039;s a 16-20 sec RT. If you swap hands, stow it, drop it, lower it, the TM focus bonus goes away. If you do any physical attack like punch, maneuver rush, it goes away. Tactics are okay to use, like grapple, sweep or shove.&lt;br /&gt;
2 - RAGE - have it up.&lt;br /&gt;
3 - Mana - always put max mana into all your spells. (i.e. prep Sorrow 100)&lt;br /&gt;
4 - TM skill - make sure you buffed it by predict or SUB (or both!)&lt;br /&gt;
5 - Prep times - Sorrow gets no benefit from full prep, so cast it at the half-way point. Debils also get no benefit from full prep, but how quickly you can cast it depends on the spell difficulty. Burn is so accurate that you can also cast it at the half-way point, it doesn&#039;t need the full prep accuracy bonus.&lt;br /&gt;
6 - Toggle AOE - set it to nongroup, or engaged if you want to be extra careful for your teammates sake. If you go AOE Engaged, be aware that WD auto disengages you, and have an &amp;quot;advance all enemies&amp;quot; script ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stage 5 - MM Battle Spells &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;I always get thrown off by Shear&amp;quot; -Warbrolus&lt;br /&gt;
&lt;br /&gt;
1 - Sorrow - since it&#039;s a non-target TM, you can full prep it before the fight starts and immediately cast it on sight. It is an extremely low accuracy spell, so make sure you have TM accuracy, RAGE, and TM skill buffs up. Also make sure you have balance advantage. Read the wiki on the spell, learn how it works, it&#039;s got a lot of nuance to it. This is our bread and butter spell, use it by default. &lt;br /&gt;
2 - PD - this underappreciated spell has 2 things going for it: it&#039;s body-part targetable, and it&#039;s armor piercing. Always target the head (i.e. prep pd 50, then target Warb head). Use it on your favorite paladin. Combo it with Sorrow, watch heads explode, since they both do Internal Wound damage, and you&#039;re targeting the head with both spells. &lt;br /&gt;
3 - Bonegrinder - I have mixed feelings about this spell. On the one hand, with SCO, you have roughly a 1 in 8 chance of killing anybody in 5 seconds. On the other hand, you have a 1 in 6 chance of getting a t2 backlash (blowing off arms, nerve damage, or magic skill debuff). I stay away from this spell because it seems unfun to win with it. Use at your own risk. Be aware that having SCO up prevents you from predicting.&lt;br /&gt;
4 - Shear - always use with LW. Most effective when used in the middle of the fight. I guarantee you if you leave a room and the opponent chases you, they will be tunnel visioning on casting Deadfall/Ice Patch on you, and the last thing they&#039;re expecting is a Shear waiting for them.&lt;br /&gt;
5 - Moonblade - this spell right here is what gives MM the advantage over other spell casters, albeit only briefly. Having the ability to cast Sorrow and then immediately follow up with an instant Mindshout or Ice Patch is huge. It also allows you to perform a Dazzle Rend/Mindblast combo, guaranteeing they have no wards or have nerve damage. Do not neglect this spell. Warning: this spell will require scripts or macros to work effectively. (Imagine typing prep rend 100, cast balistrade in less than 1 second?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s all folks. Thanks for reading my crappy guide.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=685448</id>
		<title>Psychic Shield</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Psychic_Shield&amp;diff=685448"/>
		<updated>2025-12-09T14:25:15Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=psy&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Calm]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Psychic Shield spell offers a defense against spells and attacks that target one&#039;s mental faculties, regardless of the source.  It is weakened by each blow it absorbs.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Ablative ward against vs. will contested abilities.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You sense forces gathering about you to protect you from harm.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Creates a shield that protects against Mind attacks such as [[Mental Blast]] and other [[:Category:Willpower contest abilities|versus Willpower]] spells.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bundle_command&amp;diff=685082</id>
		<title>Bundle command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bundle_command&amp;diff=685082"/>
		<updated>2025-12-03T03:20:17Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|bundle}} [[page type is::command]]&#039;&#039;&#039; is primarily used create a {{ilink|i|lumpy bundle}} which will can automatically stow  skins, bones, and parts that you {{com|SKIN}} from creatures.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
{{com|BUNDLE}} while holding both a bundling rope and skin, bone, or part.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;bundle help&lt;br /&gt;
BUNDLE can be used to bundle raw skins/pelts/etc with a rope.&lt;br /&gt;
 -Bundles can be worn.  PULL can be used to change where they are worn.&lt;br /&gt;
 -Have the skin in one hand and a bundling rope in the other to make a new bundle.&lt;br /&gt;
 -Only bundling ropes can be utilized, not lead ropes, heavy ropes, or the like.&lt;br /&gt;
 -Simply type BUNDLE.&lt;br /&gt;
 -BUNDLE can be used to put more skins in, as with PUT.&lt;br /&gt;
 -BUNDLE can be used by itself -- it will search for any non-full, worn or held bundle with auto-bundling enabled.&lt;br /&gt;
 -When skinning, pelts are automatically bundled into any held or worn bundle, but only ones that are adjusted for auto-bundling and are not full.&lt;br /&gt;
 -Tied bundles are more compact and reduce your inventory count.  They may still have skins manually placed inside with PUT, etc -- but nothing comes out, you can&#039;t look inside the bundle, etc.&lt;br /&gt;
 -Much more can be learned when appraising bundles which are not tied off.&lt;br /&gt;
&lt;br /&gt;
AUTO-BUNDLING&lt;br /&gt;
 -Regular / lumpy bundles default to ON.&lt;br /&gt;
 -Tied-off / tight bundles default to OFF.&lt;br /&gt;
 -This can be switched with ADJUST BUNDLE.&lt;br /&gt;
 -PUT and STOW will work with bundles as normal regardless of this setting as expected.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
BUNDLE or BUNDLE &amp;lt;skin&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BUNDLE is also used for tanned and cut pieces of skins, hides, etc.:&lt;br /&gt;
 -Have &amp;quot;some &amp;lt;item&amp;gt; pieces&amp;quot; in each hand.&lt;br /&gt;
 -Type BUNDLE to combine the pieces.&lt;br /&gt;
 -You can only combine pieces of the same animal and color.&lt;br /&gt;
&lt;br /&gt;
Syntax:&lt;br /&gt;
BUNDLE&lt;br /&gt;
&lt;br /&gt;
Related Verbs:  UNBUNDLE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*You can use {{com|TOGGLE}} {{tt|bundle &amp;lt;location&amp;gt;}} to change the default worn location of your bundles: shoulder (S), waist (W), back (B), around shoulders (D), belt (T), or clear it with (C).&lt;br /&gt;
*A bundle can hold up to 200 skins.&lt;br /&gt;
*A tied bundle counts as 2 items, and can still hold up to 200 skins. You can {{com|ADJUST}} a tied bundle to allow auto-bundling still.&lt;br /&gt;
*You cannot un-tie a bundle.&lt;br /&gt;
*You can MARK BUNDLE so it stays in lumpy bundle form after selling it&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
*{{com|UNBUNDLE}}&lt;br /&gt;
*{{com|COMBINE}}&lt;br /&gt;
*{{com|SKIN}}&lt;br /&gt;
{{cat|Commands}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shadewing_harpy&amp;diff=684607</id>
		<title>Shadewing harpy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shadewing_harpy&amp;diff=684607"/>
		<updated>2025-11-29T03:44:32Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=shadewing harpy&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Acenamacra&lt;br /&gt;
|MapList=*{{rmap|61b|Acenamacra Road}}&lt;br /&gt;
|simulevel=120&lt;br /&gt;
|levelvariancedown=3&lt;br /&gt;
|levelvarianceup=3&lt;br /&gt;
|level=120&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=700&lt;br /&gt;
|MaxCap=900&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;
|Special=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=charred pinion feather&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
Introduced in [[Tuesday_Tidings#November_2025|Tuesday Tidings 301]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The harpy has a hawkish, Human-like face with sharply angular features and piercing yellow eyes.  Her iridescent jet-black feathers are tipped in cobalt, resembling blue fire against a night sky.  The harpy&#039;s feathered body is clad in a makeshift tunic, patched together from scavenged cloth and leaves.&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Reflecting the landscapes they inhabit, the shadewing harpies of [[Blue Fire Cove]] have adapted to the eternal ebb and flow of sand and sea.  Their colony occupies the narrow shelves and tide-carved hollows beneath the Acenamacra Cliffs, where overhangs shield their roosts from the open shoreline.&lt;br /&gt;
&lt;br /&gt;
Slightly taller than many of their volcano-loving kin, shadewing harpies are lean, long-limbed creatures whose dark, iridescent plumage lets them blend seamlessly with cliff and water.  Locals report brief, haunting sightings of shadows gliding low over the lagoon or slipping into crevices before a watcher can fully focus.&lt;br /&gt;
&lt;br /&gt;
The shadewing harpy is known to cast the [[Fire Shards]], [[Flame Shockwave]], [[Vertigo]], and [[Thunderclap]] spells.&lt;br /&gt;
&lt;br /&gt;
They are known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
&lt;br /&gt;
[[Lay Ward]] doesn&#039;t seem to be able to stop their spells on its own.&lt;br /&gt;
&lt;br /&gt;
Does a special attack that targets your neck, eyes and head -- with a preference for the neck.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Refractive_Field&amp;diff=682145</id>
		<title>Refractive Field</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Refractive_Field&amp;diff=682145"/>
		<updated>2025-11-13T04:21:31Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=rf&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Dazzle]] or [[Dinazen Olkar]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Refractive Field spell renders the caster [[Invisibility|invisible]] -- or nearly so.  The field of manipulated light is not perfect, betraying subtle shimmers and strange twists of color to the astute.&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=instant (then pulsing) invisibility&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You contribute your harnessed streams to increase the pattern&#039;s potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
The whole world begins to shimmer as a refractive field quickly gathers around you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strands of refractive light surround you, covering you and hiding you from view.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&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;
* Instant invisibility at time of cast.&lt;br /&gt;
* If revealed, the invisibility will reform. The delay is determined by the potency of the spell. (25-30 sec at max cast)&lt;br /&gt;
* Provides a stealth bonus that scales with mana.&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fate_Alignment&amp;diff=682107</id>
		<title>Fate Alignment</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fate_Alignment&amp;diff=682107"/>
		<updated>2025-11-12T05:22:53Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Fate Alignment&lt;br /&gt;
|guild=moon mage&lt;br /&gt;
|prereqs=35th Circle, Cantrip knowledge&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=cantrip&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=Heritage House&lt;br /&gt;
|desc=Lets you prematurely end a negative prediction.&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=Erase a negative prediction&lt;br /&gt;
|messaging=You focus on misaligning yourself away from the Plane of Probability.&lt;br /&gt;
The world seems a little less foreboding than it did a moment ago.&lt;br /&gt;
|abbrev=align&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Approximately 10min cooldown between uses&lt;br /&gt;
&lt;br /&gt;
Clears 1 negative prediction, regardless if it was made by self or other&lt;br /&gt;
&lt;br /&gt;
Will only clear skills that have a net negative prediction -- for example, if you curse your TM to -10%, but then predict your TM again to +1%, this cantrip will not activate (i.e. boost your TM to +11% in this example)&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=675915</id>
		<title>Sorrow (spell)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=675915"/>
		<updated>2025-10-15T03:53:17Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Sorrow}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|abbrev=sorrow&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Mental Blast]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=?&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=Crystal magic is a form of Lunar Magic largely abandoned with the genocide of the Trabe in the distant past.  Kept alive in limited form by the Monks of the Crystal Hand and recently gifted by the Arbiter in Darkness for the Traders&#039; Guild, the Moon Mage Guild has likewise renewed their interest in the old ways.&lt;br /&gt;
&lt;br /&gt;
Sorrow conjures a large crystal that amplifies psychic energy to dangerous levels.  The crystal discharges psychokinetic rays at a target of the magician&#039;s choosing, resulting in potentially fatal injuries to the brain.  The crystal and unleashed energy are both &#039;semi-real&#039;, psychic in nature but in form close enough to piezoelectricity to be defended against by shields and wards capable of affecting electricity.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Balance&lt;br /&gt;
|dtype=Cold damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|messaging=You hold out your left hand, palm facing up.&amp;lt;br&amp;gt;&lt;br /&gt;
A blinding actinic light explodes before you, which coalesces into a dark crystalline obelisk.  It slowly drifts upward, trailing gossamer filaments of electrical light in its wake.&lt;br /&gt;
You notice the crystalline obelisk wobble slightly as it orients its matrix toward Malkien.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FEINT:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk discharges a few low-energy rays at &amp;lt;target&amp;gt;!&amp;lt;br&amp;gt;&lt;br /&gt;
The rays flash squarely in front of &amp;lt;target&amp;gt;, shattering into myriad splinters bright as lightning.  He flinches away from the feint.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ATTACK:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk quivers silently before discharging a psychokinetic ray at Malkien!&amp;lt;br&amp;gt;&lt;br /&gt;
Centered unerringly on &amp;lt;target&#039;s&amp;gt; head, the ray is sustained for several seconds, collateral energy escaping as abstract teardrops in the air.  Each one sprouts smaller tear-shapes from itself, fractalizing and evolving into an intricate paisley.  &amp;lt;Target&amp;gt; appears utterly mesmerized until his head melts from within.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Is cast directly at a target, without using {{com|TARGET}}. Creates an obelisk in the room which will then attack the target.&lt;br /&gt;
* By default fires two shots. The first shot may be a feint, which unbalances the target rather than damaging them. (Chance to feint approximately 33%)&lt;br /&gt;
** Casting [[Mental Blast]] adds an extra shot to the next Sorrow cast (2 casts for Monks of the Crystal Hand).&lt;br /&gt;
** Casting [[Mind Shout]] adds an extra shot to the next 4 Sorrow casts (5 casts for Monks of the Crystal Hand).&lt;br /&gt;
** An obelisk cannot exceed 6 stored shots.&lt;br /&gt;
* When recasting on a target already being attacked by a previous obelisk, its remaining shots are combined with the new cast, up to 6.&lt;br /&gt;
* Average time for obelisk to attack: 3.7 seconds (sample size: 200)&lt;br /&gt;
* When recasted, the next shot has a chance to be a feint, and obelisk attack timer is reset (i.e. 3.7 seconds until next attack)&lt;br /&gt;
* If the target leaves the room before the obelisk&#039;s shots are spent, it will slowly build up shots and lie dormant until they come back.&lt;br /&gt;
* If the target dies before the obelisk&#039;s shots are spent, it will lie dormant until the spell&#039;s next cast, to which the remaining shots will be added.&lt;br /&gt;
* If the caster leaves the room, the obelisk will persist for a short time but will not attack until they come back. (2 minutes)&lt;br /&gt;
* RELEASE SORROW will cause all of your existing obelisks to self-destruct when they pulse.&lt;br /&gt;
* Cannot be cast in water&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=675896</id>
		<title>Whole Displacement</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Whole_Displacement&amp;diff=675896"/>
		<updated>2025-10-14T18:14:08Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=WD&lt;br /&gt;
|minprep=6&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Enlightened Geometry&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Whole Displacement spell places a ward of teleportational energy upon the caster, which can move him out of combat when triggered.  It should prove useful in escaping from difficult foes.  This is a simple teleportation spell and it can become &amp;quot;stressed&amp;quot; over time, taking longer and longer to activate if it is used without rest.&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=pulsing teleport out of combat&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
The air seems to shudder as displacement magics gather around you.&lt;br /&gt;
&lt;br /&gt;
A blinding flash of light engulfs you as a gut-wrenching sensation wracks your body, moving you further away!&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Requires a moon up.&lt;br /&gt;
*Pulse rate is increased with more mana. (min mana pulses after 9 seconds, max mana pulses after 6 seconds)&lt;br /&gt;
*Each time this activates in combat, the time to the next activation will increase by 1 second. Each time it would activate but you are not in combat, this penalty decreases by one second until back to the baseline.&amp;lt;ref&amp;gt;[[Post:Official-announcements - Grejuva - 10/12/2025 - 11:19]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Easter egg: Replaces normal room to room movement messaging with a short range teleport that disguises the direction you moved.&lt;br /&gt;
:&#039;&#039;E.g. Moonmage vanishes in a ripple of light and shadow. Moonmage appears in a ripple of light and shadow.&#039;&#039;&lt;br /&gt;
:*This only overrides standard movement. For example, moving through portals, climbing, and swimming will message as normal.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Teleologic_Corruption&amp;diff=675890</id>
		<title>Teleologic Corruption</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Teleologic_Corruption&amp;diff=675890"/>
		<updated>2025-10-13T05:59:14Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Teleologic corruption&#039;&#039;&#039; is the result of Moon Mages using [[:Category:Teleologic Sorcery Spellbook|Teleologic Sorcery]] spells and represents a weakening of the latent connection to the Plane of Probability that Moon Mages normally have. The trade-off is that Teleologic spells provide effects that would otherwise not be possible through a more forceful, direct, albeit inherently violent connection to the Plane of Probability.&lt;br /&gt;
&lt;br /&gt;
Corruption has the primary effect of dampening the ability of the mage to make predictions. At the lowest level of corruption the hit to prediction strength and duration is minor, but the highest levels of teleologic corruption negate the vast majority of a fully filled prediction pool causing predictions to be very short and weak. This, however, does not affect experience earned. It is currently unknown if it affects alignment, polarity, and bonding chances.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It also has the effect of increasing the difficulty of casting and weakening the effects of spells that make direct use of your latent prophetic link. The specific spells are [[Braun&#039;s Conjecture]], [[Destiny Cipher]], and [[Read the Ripples]]. At the highest level of corruption these spells will never reach higher than their minimum effects.&lt;br /&gt;
&lt;br /&gt;
Reaching the highest levels of corruption only takes about 10 to 15 minutes of spamming teleologic spells (i.e. 43 casts of SCO), but it takes multiple weeks for the corruption to fade.&lt;br /&gt;
&lt;br /&gt;
==Corruption levels==&lt;br /&gt;
There are two ways to check Teleologic corruption. The first is to use {{com|PERCEIVE}} {{tt|teleologic sorcery}} and the second is to predict on a person.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; perceive teleologic sorcery&lt;br /&gt;
 You reach out with your senses and see flickering streams of cold, white Lunar mana available to serve as the foundation for Teleologic Sorcery. &lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;Your prophetic connection has been profoundly augmented by your Sorcery.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
 Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; predict future&lt;br /&gt;
 You look inside yourself in an attempt to see beyond the now.&lt;br /&gt;
 After a few moments, the mists of time begin to part.&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;A fragment of the prophecy eludes your Sorcerous connection.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 You see snow falling upon a high, stony mountain.&lt;br /&gt;
 You see a hooded figure being led to a gallows.&lt;br /&gt;
 A man stands in darkness in a defensive posture.&lt;br /&gt;
 A shiver runs through your spine.&lt;br /&gt;
 Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
The currently known lowest to highest message ranges are as follows:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! width=4% | Level&lt;br /&gt;
! width=48% | Perceive&lt;br /&gt;
! width=48% | Prediction&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Your prophetic connection feels strong and healthy, though you can sense the touch of Sorcery lurking within.  Even this gentle psychic examination of it leaves you feeling somewhat queasy.&lt;br /&gt;
| While only a trace of prophecy eludes you, you worry that your connection will never be entirely free of Sorcery.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Your prophetic connection feels strong and healthy, though you can sense the touch of Sorcery lurking within.&lt;br /&gt;
| A fragment of the prophecy eludes your Sorcerous connection.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Your prophetic connection has begun to warp beneath the strain of your Sorcery.&lt;br /&gt;
| Your Sorcerous connection fractures the prophecy leaving the smaller portion tantalizingly beyond your reach.&lt;br /&gt;
|-&lt;br /&gt;
| 50%&lt;br /&gt;
| Your prophetic connection has been significantly altered by your Sorcery.&lt;br /&gt;
| The prophecy flits away from your Sorcerous connection denying you much of the insight.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Your prophetic connection has been profoundly augmented by your Sorcery.&lt;br /&gt;
|You cast forth your Sorcery-ravaged connection but the majority of the prophecy seeps away from it&lt;br /&gt;
|-&lt;br /&gt;
| 100%&lt;br /&gt;
| You have cast aside your old, flawed, connection to prophecy, and reforged it anew through Sorcery.  Power thrums in your mind as your ever-present companion.&lt;br /&gt;
| The prophecy flees from the tattered remnants of your Sorcerous connection leaving you with but a fragment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fading==&lt;br /&gt;
Teleologic Corruption gradually fades over time, and can now fade completely away instead of persisting at the lowest level. This can take multiple weeks of real life time depending on your level of corruption. Anecdotal evidence shows this to be about 1 to 2 weeks per level, although this hasn&#039;t been tested extensively. Corruption continues to fade to at least some degree while offline.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Two perspectives on teleologic sorcery and its effects can be seen through the difference in messaging between sensing your corruption levels via PERCEIVE TELEO and through prediction. The former is from the point of view of someone who seeks the power that comes with teleologic sorcery, while the latter is the point of view of someone who eschews it.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=675889</id>
		<title>Saesordian Compass</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=675889"/>
		<updated>2025-10-13T05:57:19Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Saesordian Compass&lt;br /&gt;
|abbrev=SCO&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Teleologic Sorcery&lt;br /&gt;
|prereqs=[[Starlight Sphere]] and one of [[Tezirah&#039;s Veil]] or [[Sovereign Destiny]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=illegal, social corruption&lt;br /&gt;
|corrupt=teleologic corruption&lt;br /&gt;
|desc=The original Saesordians were pioneers in the days of the Seven-Pointed Star, purveyors of arcane knowledge who were sometimes accused of employing demonic counsel.  With this spell&#039;s resurfacing, it has been theorized that it was responsible for the Saesordians&#039; catastrophic mood swings and other uncivilized behavior which, in the end, drew the ire of an empress and changed history forever.&lt;br /&gt;
&lt;br /&gt;
The Holy infusion of the Pattern of Direction, the Compass surrenders some part of the sorcerer&#039;s Targeted Magic faculties to a living concept.  Although it does not manifest the creature into physicality but merely connects, this is nearly as dangerous.  The fates of the two beings convolve for a time, and Nomad lore is filled with warnings against such unions.&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=Chance to instantly fully targeted spells, chance for SLS to proc an additional attack when targeting a spell&lt;br /&gt;
|messaging=Following a momentary suspense, seemingly whimsical images of Elanthia jumble together, flashing by your eyes.  As the entity of contempt coils about your prophetic talent, you begin to experience paroxysms that jerk your attention in quickly changing directions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An indistinct voice croons something vehement and bellicose-sounding in Rakash.  As the entity of contempt coils about your prophetic talent, you begin to experience paroxysms that jerk your attention in quickly changing directions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Following a momentary suspense, seemingly whimsical images of Elanthia jumble together, flashing by your eyes.  As the new entity coils about your prophetic talent, you feel less self-righteous, but also more like the grand sorcerer you are.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A garble of confusing, overlapping speech chatters in your ears.  You will it to quieten it does not.  As the new entity coils about your prophetic talent, you feel a newfound respect for those around you, but also like a sanctimonious paladin.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* You need to target a single-target Lunar TM spell to benefit from Saesordian Compass in any way.&lt;br /&gt;
* Adds a small chance for instant lock on targeted spells&lt;br /&gt;
** At full mana, approximately 35% chance (sample size 100)&lt;br /&gt;
** Bonegrinder has a much higher chance of instant locking: 75% (sample size 115)&lt;br /&gt;
** Per Grejuva (10/20/2022 12:42AM #moon-mage), you cannot repeatedly target and release to get an instant lock; if it fails to instant lock, there&#039;s a 8-10 sec cooldown before it attempts again. However, it is definitely possible to get multiple back-to-back instant locks.&lt;br /&gt;
* The spell occasionally recasts itself when its duration ends. Releasing SCO does not cause extra teleologic corruption, despite what flavor messaging might imply.&lt;br /&gt;
* Causes [[Starlight Sphere]] to proc a bonus attack whenever an instant lock happens. There&#039;s a chance for a double SLS bonus attack to happen.&lt;br /&gt;
:: &amp;gt;{{com|target}} {{tt|do}}&amp;lt;br&amp;gt;&lt;br /&gt;
:: You turn to face a giant black leucro.&lt;br /&gt;
:: You begin to weave mana lines into a target pattern around a giant black leucro.&lt;br /&gt;
:: For an instant, the entity of alchemy wrests your targeting pattern from you!&lt;br /&gt;
&lt;br /&gt;
:: A translucent pale grey sphere distorts in an outburst of teleologic violet.&lt;br /&gt;
:: The air takes on a sudden chill as a warped shadowy violet nova flares and rushes at a giant black leucro!&lt;br /&gt;
&lt;br /&gt;
* To date, ten distinct concepts have been identified and documented: Disgust, Hunger, Hatred, Hubris, Envy, Contempt, Rage, Spite, Alchemy, and Justice. These are random per cast, seemingly cosmetic, and not tied to the caster in any way.&amp;lt;br&amp;gt;&lt;br /&gt;
:: The conceptual entity which has been occupying your connection to the Plane of Probability reasserts itself!  You still feel the same burning hate toward all as before. &lt;br /&gt;
&lt;br /&gt;
:: Third person view upon cast:&amp;lt;br&amp;gt;&lt;br /&gt;
:: The whole world, including yourself, pivots in quickly changing directions, seemingly centered around Player who remains unmoved by the turmoil.&lt;br /&gt;
:: When the stomach-turning radial shakiness halts, you notice he has tilted his head attentively, listening and nodding.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=675112</id>
		<title>Sorrow (spell)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=675112"/>
		<updated>2025-10-03T21:50:26Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Sorrow}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|abbrev=sorrow&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Mental Blast]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=?&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=Crystal magic is a form of Lunar Magic largely abandoned with the genocide of the Trabe in the distant past.  Kept alive in limited form by the Monks of the Crystal Hand and recently gifted by the Arbiter in Darkness for the Traders&#039; Guild, the Moon Mage Guild has likewise renewed their interest in the old ways.&lt;br /&gt;
&lt;br /&gt;
Sorrow conjures a large crystal that amplifies psychic energy to dangerous levels.  The crystal discharges psychokinetic rays at a target of the magician&#039;s choosing, resulting in potentially fatal injuries to the brain.  The crystal and unleashed energy are both &#039;semi-real&#039;, psychic in nature but in form close enough to piezoelectricity to be defended against by shields and wards capable of affecting electricity.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Balance&lt;br /&gt;
|dtype=Cold damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|messaging=You hold out your left hand, palm facing up.&amp;lt;br&amp;gt;&lt;br /&gt;
A blinding actinic light explodes before you, which coalesces into a dark crystalline obelisk.  It slowly drifts upward, trailing gossamer filaments of electrical light in its wake.&lt;br /&gt;
You notice the crystalline obelisk wobble slightly as it orients its matrix toward Malkien.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FEINT:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk discharges a few low-energy rays at &amp;lt;target&amp;gt;!&amp;lt;br&amp;gt;&lt;br /&gt;
The rays flash squarely in front of &amp;lt;target&amp;gt;, shattering into myriad splinters bright as lightning.  He flinches away from the feint.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ATTACK:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk quivers silently before discharging a psychokinetic ray at Malkien!&amp;lt;br&amp;gt;&lt;br /&gt;
Centered unerringly on &amp;lt;target&#039;s&amp;gt; head, the ray is sustained for several seconds, collateral energy escaping as abstract teardrops in the air.  Each one sprouts smaller tear-shapes from itself, fractalizing and evolving into an intricate paisley.  &amp;lt;Target&amp;gt; appears utterly mesmerized until his head melts from within.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Is cast directly at a target, without using {{com|TARGET}}. Creates an obelisk in the room which will then attack the target.&lt;br /&gt;
* By default fires two shots. The first shot may be a feint, which unbalances the target rather than damaging them. (Chance to feint approximately 33%)&lt;br /&gt;
** Casting [[Mental Blast]] adds an extra shot to the next Sorrow cast (2 casts for Monks of the Crystal Hand).&lt;br /&gt;
** Casting [[Mind Shout]] adds an extra shot to the next 4 Sorrow casts (5 casts for Monks of the Crystal Hand).&lt;br /&gt;
** An obelisk cannot exceed 6 stored shots.&lt;br /&gt;
* When recasting on a target already being attacked by a previous obelisk, its remaining shots are combined with the new cast, up to 6.&lt;br /&gt;
* When recasting on a different target, a new obelisk is created. (i.e. you cannot have 2 of your own obelisks in the same room)&lt;br /&gt;
* When recasted, the next shot has a chance to be a feint&lt;br /&gt;
* If the target leaves the room before the obelisk&#039;s shots are spent, it will slowly build up shots and lie dormant until they come back.&lt;br /&gt;
* If the target dies before the obelisk&#039;s shots are spent, it will lie dormant until the spell&#039;s next cast, to which the remaining shots will be added.&lt;br /&gt;
* If the caster leaves the room, the obelisk will persist for a short time but will not attack until they come back. (2 minutes)&lt;br /&gt;
* RELEASE SORROW will cause all of your existing obelisks to self-destruct when they pulse.&lt;br /&gt;
* Cannot be cast in water&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=674390</id>
		<title>Sorrow (spell)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sorrow_(spell)&amp;diff=674390"/>
		<updated>2025-09-29T18:35:17Z</updated>

		<summary type="html">&lt;p&gt;AVRENKA: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig2|Sorrow}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|abbrev=sorrow&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Psychic Projection&lt;br /&gt;
|prereqs=[[Mental Blast]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=?&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=Crystal magic is a form of Lunar Magic largely abandoned with the genocide of the Trabe in the distant past.  Kept alive in limited form by the Monks of the Crystal Hand and recently gifted by the Arbiter in Darkness for the Traders&#039; Guild, the Moon Mage Guild has likewise renewed their interest in the old ways.&lt;br /&gt;
&lt;br /&gt;
Sorrow conjures a large crystal that amplifies psychic energy to dangerous levels.  The crystal discharges psychokinetic rays at a target of the magician&#039;s choosing, resulting in potentially fatal injuries to the brain.  The crystal and unleashed energy are both &#039;semi-real&#039;, psychic in nature but in form close enough to piezoelectricity to be defended against by shields and wards capable of affecting electricity.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Balance&lt;br /&gt;
|dtype=Cold damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|messaging=You hold out your left hand, palm facing up.&amp;lt;br&amp;gt;&lt;br /&gt;
A blinding actinic light explodes before you, which coalesces into a dark crystalline obelisk.  It slowly drifts upward, trailing gossamer filaments of electrical light in its wake.&lt;br /&gt;
You notice the crystalline obelisk wobble slightly as it orients its matrix toward Malkien.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FEINT:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk discharges a few low-energy rays at &amp;lt;target&amp;gt;!&amp;lt;br&amp;gt;&lt;br /&gt;
The rays flash squarely in front of &amp;lt;target&amp;gt;, shattering into myriad splinters bright as lightning.  He flinches away from the feint.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ATTACK:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A dark crystalline obelisk quivers silently before discharging a psychokinetic ray at Malkien!&amp;lt;br&amp;gt;&lt;br /&gt;
Centered unerringly on &amp;lt;target&#039;s&amp;gt; head, the ray is sustained for several seconds, collateral energy escaping as abstract teardrops in the air.  Each one sprouts smaller tear-shapes from itself, fractalizing and evolving into an intricate paisley.  &amp;lt;Target&amp;gt; appears utterly mesmerized until his head melts from within.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Is cast directly at a target, without using {{com|TARGET}}. Creates an obelisk in the room which will then attack the target.&lt;br /&gt;
* By default fires two shots. The first shot may be a feint, which unbalances the target rather than damaging them. (Chance to feint approximately 33%)&lt;br /&gt;
** Casting [[Mental Blast]] adds an extra shot to the next Sorrow cast (2 casts for Monks of the Crystal Hand).&lt;br /&gt;
** Casting [[Mind Shout]] adds an extra shot to the next 4 Sorrow casts (5 casts for Monks of the Crystal Hand).&lt;br /&gt;
** An obelisk cannot exceed 6 stored shots.&lt;br /&gt;
* When recasting on a target already being attacked by a previous obelisk, its remaining shots are combined with the new cast, up to 6.&lt;br /&gt;
* When recasting on a different target, a new obelisk is created. (i.e. you cannot have 2 of your own obelisks in the same room)&lt;br /&gt;
* If the target leaves the room before the obelisk&#039;s shots are spent, it will slowly build up shots and lie dormant until they come back.&lt;br /&gt;
* If the target dies before the obelisk&#039;s shots are spent, it will lie dormant until the spell&#039;s next cast, to which the remaining shots will be added.&lt;br /&gt;
* If the caster leaves the room, the obelisk will persist for a short time but will not attack until they come back. (2 minutes)&lt;br /&gt;
* RELEASE SORROW will cause all of your existing obelisks to self-destruct when they pulse.&lt;br /&gt;
* Cannot be cast in water&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>AVRENKA</name></author>
	</entry>
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