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	<updated>2026-05-03T15:10:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Locksmithing_skill&amp;diff=485206</id>
		<title>Talk:Locksmithing skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Locksmithing_skill&amp;diff=485206"/>
		<updated>2018-03-21T19:06:33Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was wondering if it has been confirmed that reducing hinderance to &#039;none&#039; and/or increasing perception ranks (via spell, etc) enhances success with opening boxes. I&#039;ve always assumed so. -posted March 21/2018&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Been thinking I wanted to undertake a somewhat large scale project on here. Thinking of an overhall of the Locksmithing/Lockpicking/Disarming pages. Any apprehension to me doing this?&lt;br /&gt;
Thoughts would be to basically combine the info and tables from the disarm and lockpicking pages, onto locksmithing, as well as add information on the order of commands used to train it, and abilities used to enhance it. [[User:SEGGERING|SEGGERING]] ([[User talk:SEGGERING|talk]]) 15:21, 7 November 2014 (CST)&lt;br /&gt;
: Knock yourself out. Always happy to have help. -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 22:12, 7 November 2014 (CST)&lt;br /&gt;
&lt;br /&gt;
I have combined the Boxes and Box Traps page into this one. If it is up to snuff, those other two could probably be deleted, or redirected here. I don&#039;t know how to redirect, and I don&#039;t know if I&#039;m allowed to delete. [[User:SEGGERING|SEGGERING]] ([[User talk:SEGGERING|talk]]) 13:22, 5 February 2015 (CST)&lt;br /&gt;
&lt;br /&gt;
==Special Treasure Boxes?==&lt;br /&gt;
How common is it to get a box that has extraordinary loot?  I&#039;ve now found 4 or 5 lout/goblin boxes that held anywhere between 1 and 5 platinum in them... way, way out of the norm... but... clearly, it happens.  Should we note something about loot here at all?&lt;br /&gt;
[[User:CARAAMON|CARAAMON]] April 19, 2016&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Siege_arbalest_(crafted)&amp;diff=447107</id>
		<title>Weapon:Siege arbalest (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Siege_arbalest_(crafted)&amp;diff=447107"/>
		<updated>2016-06-24T02:17:44Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Very rare wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
{{CraftTemplate|itype=siege arbalest|noun=arbalest|type=weapon|range=-|style=hx|mat=wood|dif=8|vol=18|tech=Advanced Powerful Crossbows|?|?|?|book=Journeyman|const=}}&lt;br /&gt;
&lt;br /&gt;
==Standard==&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|ash|80|55| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{WeaponKey}}&lt;br /&gt;
===Common wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|ash     |85|40| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|mangrove|85|20| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|oak     |80|80| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uncommon wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|apple   |80|30| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|durian  |80|50| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|elm     |80|30| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|hemlock |80|25| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rare wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|cherry|85|70| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|osage |80|80| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Very rare wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|albarco   |90|85| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|bloodwood |95|70| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|goldwood  |95|55| | superb| poor|incredibly| particularly weak | 9-10|324 |m= }}&lt;br /&gt;
{{CraftW|t=lcb|mistwood  |95|60| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|silverwood|95|60| | | | | | | |m= }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Siege_arbalest_(crafted)&amp;diff=447106</id>
		<title>Weapon:Siege arbalest (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Siege_arbalest_(crafted)&amp;diff=447106"/>
		<updated>2016-06-24T02:14:01Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Very rare wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
{{CraftTemplate|itype=siege arbalest|noun=arbalest|type=weapon|range=-|style=hx|mat=wood|dif=8|vol=18|tech=Advanced Powerful Crossbows|?|?|?|book=Journeyman|const=}}&lt;br /&gt;
&lt;br /&gt;
==Standard==&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|ash|80|55| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{WeaponKey}}&lt;br /&gt;
===Common wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|ash     |85|40| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|mangrove|85|20| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|oak     |80|80| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uncommon wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|apple   |80|30| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|durian  |80|50| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|elm     |80|30| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|hemlock |80|25| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rare wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|cherry|85|70| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|osage |80|80| | | | | | | |m= }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Very rare wood===&lt;br /&gt;
{{CraftHead|lcb}}&lt;br /&gt;
{{CraftW|t=lcb|albarco   |90|85| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|bloodwood |95|70| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|goldwood  |95|55| | superb| poor|incred|part weak| 9-10|324 |m= }}&lt;br /&gt;
{{CraftW|t=lcb|mistwood  |95|60| | | | | | | |m= }}&lt;br /&gt;
{{CraftW|t=lcb|silverwood|95|60| | | | | | | |m= }}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438533</id>
		<title>Xala&#039;shar thrall</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438533"/>
		<updated>2016-03-02T16:24:23Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Boxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Xala&#039;shar Thrall&lt;br /&gt;
|MinCap=750&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=138&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Knife Clan&lt;br /&gt;
|MapList=*{{rmap|5b | Knife Clan, Xala&#039;shar camp (5b)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Xala&#039;shar thrall has willingly chosen to embark upon its dark path, one day hoping to rise in glory within the ranks of the Xala&#039;Shar. Adorned with a set of black robes two sizes too large, its eyes speak of the raw potential ready to be molded into a fierce killing machine. A pulsing black slime, surrounded in an oozing mass of necrotic skin, covers the side of its face. Partially visible along its lower arm, several small runestones have been sewn into its flesh, dully shimmering with a faint green light. &amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
It is wearing some {{cloot|a|tattered black robes hung with shards of twisted green bone}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|rusted dagger}}.&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thralls are immune to poison.&lt;br /&gt;
&lt;br /&gt;
== Boxes ==&lt;br /&gt;
Many boxes &amp;quot;at level&amp;quot; with 893 locksmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At least half of the boxes are showing at level or slightly harder with as little as 520 locksmithing. Boxes can be reliably opened with around 550ish locksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Agility, perception, and skill set placement probably have something to do with the large disparity in skill ranges with these particular boxes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Cat|Xala&#039;shar|thrall}}&amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438532</id>
		<title>Xala&#039;shar thrall</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438532"/>
		<updated>2016-03-02T16:20:35Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Xala&#039;shar Thrall&lt;br /&gt;
|MinCap=750&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=138&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Attack Range=melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Knife Clan&lt;br /&gt;
|MapList=*{{rmap|5b | Knife Clan, Xala&#039;shar camp (5b)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Xala&#039;shar thrall has willingly chosen to embark upon its dark path, one day hoping to rise in glory within the ranks of the Xala&#039;Shar. Adorned with a set of black robes two sizes too large, its eyes speak of the raw potential ready to be molded into a fierce killing machine. A pulsing black slime, surrounded in an oozing mass of necrotic skin, covers the side of its face. Partially visible along its lower arm, several small runestones have been sewn into its flesh, dully shimmering with a faint green light. &amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
It is wearing some {{cloot|a|tattered black robes hung with shards of twisted green bone}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|rusted dagger}}.&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thralls are immune to poison.&lt;br /&gt;
&lt;br /&gt;
== Boxes ==&lt;br /&gt;
Many boxes &amp;quot;at level&amp;quot; with 893 locksmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At least half of the boxes are showing at level or slightly harder with as little as 520 locksmithing. Boxes can be reliably opened with around 550ish locksmithing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Cat|Xala&#039;shar|thrall}}&amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438531</id>
		<title>Xala&#039;shar thrall</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Xala%27shar_thrall&amp;diff=438531"/>
		<updated>2016-03-02T15:50:16Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Boxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Xala&#039;shar Thrall&lt;br /&gt;
|MinCap=750&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=138&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Knife Clan&lt;br /&gt;
|MapList=*{{rmap|5b | Knife Clan, Xala&#039;shar camp (5b)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=y&lt;br /&gt;
|mskill1=&amp;lt;617&lt;br /&gt;
|mskill2=&amp;gt;617&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
The Xala&#039;shar thrall has willingly chosen to embark upon its dark path, one day hoping to rise in glory within the ranks of the Xala&#039;Shar. Adorned with a set of black robes two sizes too large, its eyes speak of the raw potential ready to be molded into a fierce killing machine. A pulsing black slime, surrounded in an oozing mass of necrotic skin, covers the side of its face. Partially visible along its lower arm, several small runestones have been sewn into its flesh, dully shimmering with a faint green light. &amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
It is wearing some {{cloot|a|tattered black robes hung with shards of twisted green bone}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|rusted dagger}}.&amp;lt;br / &amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thralls are immune to poison.&lt;br /&gt;
&lt;br /&gt;
== Boxes ==&lt;br /&gt;
Many boxes &amp;quot;at level&amp;quot; with 893 locksmithing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot boxes are showing at level or slightly harder with as little was 520 locksmithing. Boxes can be reliably opened with a 550ish locksmithing skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Cat|Xala&#039;shar|thrall}}&amp;lt;br / &amp;gt;&amp;lt;br / &amp;gt;&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Ranger_spells&amp;diff=434483</id>
		<title>Category talk:Ranger spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Ranger_spells&amp;diff=434483"/>
		<updated>2016-01-03T03:44:56Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Spell difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spell difficulty==&lt;br /&gt;
Cyclic spells are the hardest to cast for a Ranger.&lt;br /&gt;
Bear Strength (BES) is the second hardest to cast. Despite the &#039;rank range&#039; for this spell...this spell is easier to cast compared to Cheetah Swiftness. &lt;br /&gt;
Cheetah Swiftness (CS) is the hardest Ranger spell to cast. It appears that a consistent 5 mana prep difference between BES and CS difficulty exists. &lt;br /&gt;
There might be an error regarding &#039;rank range&#039; of these 2 cyclic spells. BES is easier to cast. CS is the hardest Ranger spell to cast. &lt;br /&gt;
Experience gained from each spell appears to be very similar per pulse though. Further testing is required. &lt;br /&gt;
This section should be expanded upon for each spell. The &#039;rank range&#039; is different than the difficulty of the spell to cast and experience gained.&lt;br /&gt;
::The differences in difficulty levels could be explained by differences in ranks of the associated skills. BeS is Augmentation/Warding whereas CS is Augmentation/Utility, so if there were a difference in the ranks of Warding and Utility skills then it would translate to a difference in mana levels.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 11:29, 2 January 2016 (CST)&lt;br /&gt;
&#039;&#039;::::The skill difference in Warding and Utility used to test this is only 25 ranks and with about 500 in each. Although this is a very valid point to consider. Further testing should be done.  2 January 2016. &lt;br /&gt;
&#039;&#039;&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Ranger_spells&amp;diff=434482</id>
		<title>Category talk:Ranger spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Ranger_spells&amp;diff=434482"/>
		<updated>2016-01-03T03:42:34Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Spell difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spell difficulty==&lt;br /&gt;
Cyclic spells are the hardest to cast for a Ranger.&lt;br /&gt;
Bear Strength (BES) is the second hardest to cast. Despite the &#039;rank range&#039; for this spell...this spell is easier to cast compared to Cheetah Swiftness. &lt;br /&gt;
Cheetah Swiftness (CS) is the hardest Ranger spell to cast. It appears that a consistent 5 mana prep difference between BES and CS difficulty exists. &lt;br /&gt;
There might be an error regarding &#039;rank range&#039; of these 2 cyclic spells. BES is easier to cast. CS is the hardest Ranger spell to cast. &lt;br /&gt;
Experience gained from each spell appears to be very similar per pulse though. Further testing is required. &lt;br /&gt;
This section should be expanded upon for each spell. The &#039;rank range&#039; is different than the difficulty of the spell to cast and experience gained.&lt;br /&gt;
::The differences in difficulty levels could be explained by differences in ranks of the associated skills. BeS is Augmentation/Warding whereas CS is Augmentation/Utility, so if there were a difference in the ranks of Warding and Utility skills then it would translate to a difference in mana levels.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 11:29, 2 January 2016 (CST)&lt;br /&gt;
&#039;&#039;::::This is true. The skill difference in Warding and Utility used to test this is only 30 ranks and with about 600 in each. Although this is a very valid point to consider. Further testing should be done.  2 January 2016. &lt;br /&gt;
&#039;&#039;&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Young_wyvern&amp;diff=434461</id>
		<title>Young wyvern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Young_wyvern&amp;diff=434461"/>
		<updated>2016-01-02T14:22:53Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Young Wyvern&lt;br /&gt;
|MinCap=600&lt;br /&gt;
|MaxCap=900&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Wyvern Mountain}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=wyvern claw&lt;br /&gt;
|Skin Weight=4&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=600&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mskill1=900&lt;br /&gt;
|mskill2=1000&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having newly been born into this world, the young wyvern is about six feet tall and resembles a miniature adult.  Hopping about on its two wobbly legs and raising its barbed tail aloft, the young wyvern soaks in its surroundings with the curious gaze of a child.  Needle-like fangs protrude from its oversized mouth, glistening with an uneven sheen.  Its thin arms are melded into its half-grown leathery-black wings that sit tightly against its curving back, incapable of carrying the immature creature aloft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Hatching from eggs, wyverns take a fairly long time to mature, and are usually born in clutches of eighteen to twenty eggs that can weigh nearly a hundred pounds each.  Young wyverns are somewhat vulnerable and cannot fly, so they usually stay near their nests until at least half the size of an adult.&lt;br /&gt;
&lt;br /&gt;
Though much weaker than an adult wyvern, young wyverns still have a potent sting that can cripple an unprepared adventurer.  In addition, they are closely watched by their parents, who may come to their aid.&lt;br /&gt;
&lt;br /&gt;
There are rumors that if taken before it hatches from its egg, a young wyvern can be tamed, but this is rarely tested as wyverns guard their eggs very jealously.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Depth===&lt;br /&gt;
HAS ABOUT 80 in all combat stats (strength, reflex, disc, stam, agil)&lt;br /&gt;
&lt;br /&gt;
Will take bites out of corpses upon death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts slowing down teaching around 850. Defenses less-so than debilitation, tm, and weapons. Can still lock but have to focus on specific skills more in order to move them.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Poisoned Tails&lt;br /&gt;
* A young wyvern lurches forward to stab its tail stinger at you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
Coins, Gems, Scrolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Combine_command&amp;diff=427638</id>
		<title>Combine command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Combine_command&amp;diff=427638"/>
		<updated>2015-11-08T01:09:40Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Usage==&lt;br /&gt;
The &amp;lt;b&amp;gt;Combine&amp;lt;/b&amp;gt; command is used to combine two identical items into one larger piece.  Primarily this is used to control the number of parts for [[Alchemy|alchemical]] processes.&lt;br /&gt;
&lt;br /&gt;
In many cases the raw [[Foraging skill|foraged]] ingredients do not have enough parts for the alchemy to work at all, so they must be combined first.&lt;br /&gt;
&lt;br /&gt;
You can only combine two things that are examples of the same base item, eg. blueberries with blueberries, [[Riolur|riolur leaf]] with riolur leaf.  Items that are not the same will not combine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;OBSOLETE INFORMATION&amp;lt;/b&amp;gt;:&lt;br /&gt;
At present, the effect on the final potency of an herb created by combining two examples with different potencies has yet to be worked out by players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NEW INFORMATION&amp;lt;/b&amp;gt;:&lt;br /&gt;
Combining new herbs is very straight forward. It uses an averaged ratio. If you combine equal parts 76 quality and 80 quality, this will combine to a 78 quality product, given they are in 1:1 ratios. &lt;br /&gt;
If a 76 quality herb/remedy is combined 2:1 ratio with an 80 quality herb/remedy...it will average out accordingly to a 77 quality; and vise versa.&lt;br /&gt;
&lt;br /&gt;
This can be used to mix certain ratios of remedies that use different catalysts to come up with the desired traits for the end product.&lt;br /&gt;
&lt;br /&gt;
Combine currently trains the [[Mechanical Lore skill]].&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;tt&amp;gt;COMBINE &amp;amp;lt;ITEM1&amp;amp;gt; WITH &amp;amp;lt;ITEM2&amp;amp;gt;&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; It is sometimes possible just to specify the first item, though there does not seem to be a pattern for which items it will work on.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&amp;lt;tt&amp;gt;COMBINE STRAWBERRY WITH STRAWBERRY&amp;lt;/tt&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;COMBINE MY JADICE FLOWER WITH MY OTHER [[Jadice|JADICE FLOWER]]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crafting/Feedback&amp;diff=424668</id>
		<title>Crafting/Feedback</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crafting/Feedback&amp;diff=424668"/>
		<updated>2015-10-20T21:17:08Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Alchemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Created to assist [[GM]] [[Kodius]] with his work, this is a page for collecting bugs, annoyances and suggestions concerning the new [[crafting]] system.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of GM staff and the DR community.&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board].&lt;br /&gt;
&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page.&lt;br /&gt;
&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. Please keep the main page&#039;s list concise. Long discussions may go on the talk page.&lt;br /&gt;
&lt;br /&gt;
*{{lastrev}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* Small thing: If you GIVE a logbook with an expired WO to a crafting trainer, it does not clear to WO like the logbook indicates&amp;lt;br /&amp;gt;Work around: asking for another WO.  --[[User:Otterino|Otterino]] 03:45, 11 May 2013 (UTC)&lt;br /&gt;
* Typo: ingot deeds use &amp;quot;a&amp;quot; instead of &amp;quot;an&amp;quot;.  &amp;quot;a ingot silver deed&amp;quot;, for example.--[[User:Antendren|Antendren]] 12:19, 30 May 2013 (UTC)&lt;br /&gt;
* If you attempt to had a logbook to a trainer but it is in your left hand, you do not get any messaging (so no &amp;quot;There&#039;s nothing in your right hand to give away.&amp;quot; message).  There isn&#039;t even a blank &#039;&amp;gt;&#039; return.  --[[User:Kythryn|Kythryn]] 13:23, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
See also [[Alchemy craft]] for some residual bugs and a list of items that need attention to convert to the new system.  --[[Kythryn]] 09:23, 25 November 2014 (CST)&lt;br /&gt;
*MAJOR BUG: Broken bowls. If you put more than 25 parts in a mixing bowl, it will break the bowl. You&#039;ll end up putting the whole stack of water in it and the bowl will not mix it into the specified remedy. The bowl will then behave as a regular container. IE...you&#039;ll put all of the water in it instead of one part. It won&#039;t mix, and your bowl is permanently broken. This has been reproduced with fest bowls AND regular store bought bowls. This has not always happened, so it has to be some recent change in the code somewhere. This has not been tested with mortars. &lt;br /&gt;
*Typo - Carmifex talks about the &amp;quot;Restorative Acument Technique&amp;quot;.  That should be &amp;quot;Restoration Acumen Technique&amp;quot;.--[[User:Antendren|Antendren]] 16:07, 23 July 2013 (UTC)&lt;br /&gt;
*Skin Poultices and General Poultices use the Critical Body Wound Remedies technique.  Since they&#039;re scar healers, they should use Critical Body Scar Remedies.--[[User:Antendren|Antendren]] 14:03, 24 July 2013 (UTC)&lt;br /&gt;
*Typo - There are recipes for various &amp;quot;ungents&amp;quot;.  That should be spelled &amp;quot;unguent&amp;quot;.--[[User:Antendren|Antendren]] 05:14, 11 August 2013 (UTC)&lt;br /&gt;
*Guarding a pyramid doesn&#039;t prevent all types of interaction, such as opening/closing, or charging someone else&#039;s cambrinth pyramid. While opening someone&#039;s pyramid to stop the drying process might be annoying, charging someone&#039;s cambrinth pyramid could cause it to explode.--[[User:Etherian|Etherian]] 05 November 2013&lt;br /&gt;
*The general purpose remedies (dioica &amp;amp; belradi based remedies) are broken.  They simply don&#039;t perform any healing.--[[User:Antendren|Antendren]] 10:51, 12 December 2013 (UTC)&lt;br /&gt;
*If you combine alcohol to an amount greater than 100, it erroneously messages &amp;quot;You think combining that much alcohol would become unwieldy, and stop.&amp;quot;, even though the combine really happens.--[[User:Antendren|Antendren]] 16:17, 16 December 2013 (UTC)&lt;br /&gt;
*The apprentice remedy book sold in Crossing responds to &amp;quot;remedies book&amp;quot; instead of &amp;quot;remedy book&amp;quot;.--[[User:Antendren|Antendren]] 03:25, 23 December 2013 (UTC)&lt;br /&gt;
**This is the correct name for the book (&amp;quot;remedies&amp;quot;) anything sold as a remedy book is incorrect.  The books are named after the discipline.--[[User:VTCifer|VTCifer]] 12:12, 4 May 2014 (UTC)&lt;br /&gt;
*There is still a problem with freshly foraged junliar stem becoming &amp;quot;junliar pulp&amp;quot; instead of &amp;quot;crushed junliar&amp;quot;.  In addition, if you eat the fresh foraged stem or pulp, it heals internal back wounds properly.  Looks like it&#039;s still acting like it is in the old system.  --[[User:Kythryn|Kythryn]] 13:23, 24 February 2014 (UTC)&lt;br /&gt;
*Looks like all left eye healing messaging has a typo.  When using a sufil ungent (external eye wound), aevaes tonic (internal eye wound), qun poultices (external eye scar) &amp;amp; hulij elixir (internal eye scar) you get a typo (&amp;quot;let&amp;quot; instead of &amp;quot;left&amp;quot;) in the healing message. I didn&#039;t notice it on the other 4, but I&#039;m guessing it is on all instances for the left eye healing.  Left is correctly spelled in the healing message when using the limb remedies:&lt;br /&gt;
**You feel some tingling around your head, neck, right eye and let eye. --[[User:Kythryn|Kythryn]] 17:25, 24 February 2014 (UTC)&lt;br /&gt;
*In the Remedy book, when you read Chapter 5, you have &amp;quot;some general purpose ointment&amp;quot; and &amp;quot;some general poultices&amp;quot;.  It would make sense that the 2nd item would instead be &amp;quot;some general purpose poultices&amp;quot;.  This would also apply in Chapter 6, with &amp;quot;a general purpose draught&amp;quot; and &amp;quot;a general elixir&amp;quot;. --[[User:Kythryn|Kythryn]] 17:25, 24 February 2014 (UTC)&lt;br /&gt;
*In the Remedy book, Chapter 4 &amp;quot;some skin tonic&amp;quot; is buggy.  You should be using lujeakave for internal skin wounds, however when you read the book, it is asking for internal wound limb herb (yelith).  &lt;br /&gt;
***(5) prepared herb (pieces per use, known to heal internal wounds of the limbs)&lt;br /&gt;
**And, this carries over to the final result.  You can&#039;t overwrite the instructions and just use the lujeakave or you get the &amp;quot;You need a more suitable type of herb if you want to craft that.&amp;quot; message. --[[User:Kythryn|Kythryn]] 17:25, 24 February 2014 (UTC)&lt;br /&gt;
*The Shard Alchemy society is still selling grenich, not the correct version, genich (it does convert fine when MARK/BREAK is done):&lt;br /&gt;
**11).  (25 pieces) dried grenich............... 469 Dokoras --[[User:Kythryn|Kythryn]] 17:25, 24 February 2014 (UTC)&lt;br /&gt;
*Head potion is missing from the remedies book.--[[User:ILLIENA|ILLIENA]] ([[User talk:ILLIENA|talk]]) 13:08, 30 June 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Enchanting===&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*&amp;lt;s&amp;gt;Some items don&#039;t assemble with cords sold in the crafting halls: bone pendant, bone locket, and stone locket.&amp;lt;br /&amp;gt;However, stone pendant and stone bola have no troubles with cords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - Is this still an issue?  I see no differences in the item templates.  Possibly a shop issue, though I am not seeing a problem there either?  Perhaps I fixed this at some point?&#039;&#039;&#039;  &lt;br /&gt;
**Seems fixed.--[[User:ILLIENA|ILLIENA]] ([[User talk:ILLIENA|talk]]) 15:38, 22 March 2015 (CDT)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*There&#039;s a problem with tables: the adjective of the table is the adjective of the slab used to make it.  The adjective of the slab used to be the material, but the naming convention of crafted items was changed to use &#039;&#039;thick&#039;&#039; and such instead of the material; so now the tables come out with two adjectives and no material name.  Ugly.  [[User:Otterino|Otterino]] 04:16, 27 May 2013 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
: table made before: a rough &#039;&#039;&#039;obsidian&#039;&#039;&#039; table&amp;lt;br /&amp;gt;&lt;br /&gt;
: table made now: a rough &#039;&#039;&#039;thick&#039;&#039;&#039; table&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;finished bone armor can be combined back into a stack similarly to cloth armors:[[User:Otterino|Otterino]] 04:31, 19 June 2013 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;get mant&amp;lt;br /&amp;gt;&lt;br /&gt;
You get a segmented sluagh-bone mantle from inside your ore rucksack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;get stack&amp;lt;br /&amp;gt;&lt;br /&gt;
You get a sluagh-bone stack from inside your shoulder tote.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;count stack&amp;lt;br /&amp;gt;&lt;br /&gt;
You count out 20 pieces of material there.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;comb stack&amp;lt;br /&amp;gt;&lt;br /&gt;
You combine the bone stacks together.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;count stack&amp;lt;br /&amp;gt;&lt;br /&gt;
You count out 44 pieces of material there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - This should now be fixed.&#039;&#039;&#039;&lt;br /&gt;
**Confirmed.--[[User:ILLIENA|ILLIENA]] ([[User talk:ILLIENA|talk]]) 15:45, 22 March 2015 (CDT)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*stone store deeds are &#039;rock deeds&#039; instead of &#039;alabaster deeds&#039;; and marble deeds are for &#039;high quality marble rocks&#039; instead of just marble.&lt;br /&gt;
*plurality: &#039;&#039;is&#039;&#039; should be &#039;&#039;are&#039;&#039;, &#039;&#039;its&#039;&#039; should be &#039;&#039;their&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
When you have finished working you determine the &#039;&#039;&#039;bangles is&#039;&#039;&#039; uneven.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once finished you realize the &#039;&#039;&#039;bangles&#039;&#039;&#039; has developed an uneven texture along &#039;&#039;&#039;its&#039;&#039;&#039; surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you have finished working, you heft the &#039;&#039;&#039;shards&#039;&#039;&#039; and determine &#039;&#039;&#039;it is&#039;&#039;&#039; no longer level.&lt;br /&gt;
*when trying to assemble a bola with short cord (instead of the correct long cord) there&#039;s an extra space before bola [[User:Otterino|Otterino]] 21:24, 26 June 2013 (UTC)&lt;br /&gt;
*long bone pole: adjective for the item is &#039;&#039;&#039;bone&#039;&#039;&#039; instead of &#039;&#039;&#039;long&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
In your right hand, you are carrying a wolf-bone &#039;&#039;&#039;bone&#039;&#039;&#039; pole. --[[User:Otterino|Otterino]] 20:16, 3 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Chopping down trees teaches zero experience&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - please check this again.  You will only produce experience when wood is produced. &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Old wood shapers are not converting to the new system (carving knives are converting fine though)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - should be fixed.  They will convert the first time you use them for new crafting.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Page 4 and 5 in the longbow chapter both say they are for sturdy longbows but page 5 actually creates a flatbow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - The flatbow is now correctly named.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Not sure if it&#039;s missing or was just never added but there&#039;s no instructions for a long wood pole. I wouldn&#039;t mention this except that there are instructions for short wood poles and it seems odd to have one but not the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - Just a bunch of things I&#039;m still adding.  It&#039;ll come...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Full body armor uses more metal than the sum of its parts.  Covering torso, arms and legs with mail, for example, requires 90 volumes if you use a hauberk, and 75 volumes if you use any other combination of pieces.  The same holds with all the hauberks and all the full plates.&amp;lt;/s&amp;gt; Working as intended according to Kodius.&lt;br /&gt;
*Attempting to repair not-damaged-enough tools with plural nouns still uses singular is:&amp;lt;br /&amp;gt;&lt;br /&gt;
The square &#039;&#039;&#039;rifflers is&#039;&#039;&#039; not damaged enough to warrant repair. --[[User:Otterino|Otterino]] 04:43, 11 May 2013 (UTC)&lt;br /&gt;
*Material quality is penalizing smelting.--[[User:Antendren|Antendren]] 23:30, 29 May 2013 (UTC)&lt;br /&gt;
*When temering tools, messaging indicates that the item is a weapon when analyzing and at the oil step: [[User:Otterino|Otterino]] 00:44, 5 June 2013 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
::&#039;&#039;The metal must be turned to ensure even heating in the forge.  You should hold some tongs and then TURN the &#039;&#039;&#039;weapon&#039;&#039;&#039; with the tongs to continue the tempering process.&#039;&#039;&lt;br /&gt;
::&#039;&#039;You break the cooled clay off from around your needles and then reassemble the &#039;&#039;&#039;weapon&#039;&#039;&#039;. Next, you unwrap and dampen the oil cloth and throughly clean the metal&#039;s surface.&#039;&#039;&lt;br /&gt;
*Balancing/tempering/lightening/reinforcing should grant experience based on the item template being used.&lt;br /&gt;
*The density for tin looks to have been set off non-metallic tin.  Its density should be 4-5.--[[User:Antendren|Antendren]] 07:50, 17 November 2013 (UTC)&lt;br /&gt;
*&amp;lt;s&amp;gt;The Shard Forging Society is reverted back to selling &amp;quot;well-crafted&amp;quot; oil.&amp;lt;/s&amp;gt;  --[[User:Kythryn|Kythryn]] 17:25, 24 February 2014 (UTC)&lt;br /&gt;
*Can&#039;t pour salts into the crucibles in the Leth Deriel Forge.&lt;br /&gt;
&lt;br /&gt;
===Outfitting===&lt;br /&gt;
&lt;br /&gt;
*Combining two pieces of armor results in both armor pieces being turned into cloth.&lt;br /&gt;
::&#039;&#039;&amp;gt;get hood&#039;&#039;&lt;br /&gt;
::&#039;&#039;You get an insulated fine silk hood with fitted seams from inside your money bag.&#039;&#039;&lt;br /&gt;
::&#039;&#039;get mask&#039;&#039;&lt;br /&gt;
::&#039;&#039;You get an insulated fine silk mask with fitted seams from inside your money bag.&#039;&#039;&lt;br /&gt;
::&#039;&#039;combine&#039;&#039;&lt;br /&gt;
::&#039;&#039;You combine the bolts of cloth together.&#039;&#039;&lt;br /&gt;
::&#039;&#039;count cloth&#039;&#039;&lt;br /&gt;
::&#039;&#039;You count out 11 yards of material there.&#039;&#039; --[[User:Danoryiel|Danoryiel]] 22:23, 8 May 2013 (UTC)&lt;br /&gt;
::Not just armor, also works with fluff [[User:Otterino|Otterino]] 03:48, 21 June 2013 (UTC)&lt;br /&gt;
*Zenganne cloth loses it&#039;s material properties when appraised careful once it is made into armor.&lt;br /&gt;
&lt;br /&gt;
*Rucksacks do not show the maker&#039;s mark in the look description --[[User:Danoryiel|Danoryiel]] 22:23, 8 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Spinning wheels and Distaffs do not list yarn as an adjustable item.&lt;br /&gt;
&lt;br /&gt;
*The messaging from reading and studying the page for &#039;&#039;rare tailored armor sealing&#039;&#039; is vastly different from &#039;&#039;tailored armor sealing&#039;&#039; even though they should be the same basic process.&lt;br /&gt;
*analyzing a spinning wheel loaded with fibers results in no messaging.&lt;br /&gt;
*analyzing a loom results in double messaging and RT for the loom. [[User:Otterino|Otterino]] 00:56, 5 June 2013 (UTC)&lt;br /&gt;
*When pins are used up, you get this message: &amp;quot;The pins is all used up, so you toss it away.&amp;quot;  First, &amp;quot;is&amp;quot; should be &amp;quot;are&amp;quot; and &amp;quot;it&amp;quot; should be &amp;quot;them&amp;quot;.  But if the pins are used up, what am I tossing away?  Maybe change it to &amp;quot;that was the last of them.&amp;quot;&lt;br /&gt;
*The page on &#039;&#039;&#039;refined thread spinning&#039;&#039;&#039; says that spinning wheels can hold 500 yards of fiber, but fiber bundles can only get as large as 400[[User:Otterino|Otterino]] 04:44, 19 June 2013 (UTC)&lt;br /&gt;
* the page &#039;refined cloth weaving&#039; lists ingredients as 1 thread of 1 yard when it really requires 2 threads of at least 10 yards.  --[[User:Otterino|Otterino]] 17:35, 6 July 2013 (UTC)&lt;br /&gt;
* Hagim (in the Riverhaven Outfitting Society) is missing an end-of-line after this message: &amp;quot;Hagim pulls the drawstrings on his bag shut as he enters the room.&amp;quot;--[[User:Antendren|Antendren]] 23:44, 15 July 2013 (UTC)&lt;br /&gt;
* Hagim (in the Riverhaven Outfitting Society) has an extra space in this message: &amp;quot;Hagim places his thumbs beneath his suspenders, pulling absentmindedly as he_ glances around the room.&amp;quot;--[[User:ILLIENA|ILLIENA]] ([[User talk:ILLIENA|talk]]) 01:21, 15 June 2014 (CDT)&lt;br /&gt;
*There are 2 tanned leathers that have multiple sources but the same end-result name.  In both cases, the skinned item is unique, it is the tanned product that has the same name but has different properties based off the skinned item:&lt;br /&gt;
**Problem leather #1:&lt;br /&gt;
***[[Item:Azure-scale_leather_(1)|Azure-scale leather (1)]] - source is an azure scale hide from Merrows&lt;br /&gt;
***[[Item:Azure-scale_leather_(2)|Azure-scale leather (2)]] - source is an azure-scaled hide from Poloh&#039;izh&lt;br /&gt;
**Problem leather #2:&lt;br /&gt;
***[[Item:Hound-pelt_leather_(1)|Hound-pelt leather (1)]] - source is a matted hound pelt from Lesser Shadow Hound&lt;br /&gt;
***[[Item:Hound-pelt_leather_(2)|Hound-pelt leather (2)]] - source is a shadowy hound pelt from Greater Shadow Hound&lt;br /&gt;
&lt;br /&gt;
*Tailored Equipment Maintenance -- has no discernable effect. [[User:ROBERTDH|ROBERTDH]] ([[User talk:ROBERTDH|talk]]) 10:05, 28 March 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Annoyances==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;If I get a workorder, and I already have all the ingredients made, I can turn in that workorder immediately, but then I can&#039;t get another workorder until the timer has run down.  It&#039;d be nice if turning in a workorder cleared the timer for asking for a new one.&amp;lt;/s&amp;gt; (Workorder timer currently disabled.)&lt;br /&gt;
&lt;br /&gt;
*Tool repair roundtimes are way too long.  Repairing a full set of tools takes 2-3 minutes, which is more than it takes to use the tool repair vendor.  The convenience of not having to travel is nice, but hard to justify for 3-4 technique slots.&lt;br /&gt;
&lt;br /&gt;
*Deed packets should be available for purchase in all crating halls.  Currently missing: Riverhaven Outfitting Society, Crossing Outfitting Society, Crossing Engineering Society.&lt;br /&gt;
&lt;br /&gt;
*When you&#039;ve bundled items with a logbook, it should allow you to unbundle (instead of untie) the items from it.&lt;br /&gt;
&lt;br /&gt;
*Being able to combine/stack the parts for events.   (Oil, straight pins, polish etc)&lt;br /&gt;
&lt;br /&gt;
*Society masters message where they came from, but not where they leave to. This changes their moving around from a weird (and unrealistic, considering it is purely random) quirk to an irritating syntax puzzle.&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
*Ingredient preparation takes far longer than any other discipline (with the possible exception of tanning/bleaching, but those only require a little effort and then can be left to cure in a vault).  Drying&#039;s reliance on both time of day and weather is very inconvenient as well.  Some sort of mass-crusher and drying-oven in the society would help with this.--[[User:Antendren|Antendren]] 14:10, 24 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kodius]] - The societies now have mass dryers.  Mass grinders are complete - need to check if they were put in yet.&#039;&#039;&#039;&lt;br /&gt;
*There is a another issue being hilighted here: the 5:1 ratio of raw herbs to product is utterly meaningless -- if you can forage one herb item you can collect 6 to 15 of it -- and only adds pointless busywork and item counts, especially since raw herbs cannot be stacked. This might make sense in other crafts, but it does not for alchemy when gathering is instantaneous and there is no meaningful variation in raw materials. The system itself is storing meaningless data on herbs because of this. 1 herb unit should equal one dosing unit. `[[User:ROBERTDH|ROBERTDH]] ([[User talk:ROBERTDH|talk]]) 12:41, 28 March 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Crushed red flowers and crushed blue flowers both respond to &amp;quot;crushed flowers&amp;quot;.  Maybe replace them with specific flowers?  Roses and violets, for example.--[[User:Antendren|Antendren]] 23:37, 1 August 2013 (UTC)&lt;br /&gt;
*&amp;lt;s&amp;gt;No remedy items are available past Tier 10 difficulty (Difficult).  Training still moves along ok until around 1100 ranks, then started to slow way down.  This also limits the choosing of HARD workorders from the society once 1000 is reached.  --[[User:Kythryn|Kythryn]] 13:51, 23 February 2014 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
*Alchemy would feel less like juggling (maybe it should train perception) if you could rest your pestle or stick in their vessel while you stack prepared herbs and shuffle around unstackable raw herbs, catalysts, and liquids. [[User:Rhamaker|Rhamaker]] 23:30, 16 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Enchanting===&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*No stonecarving items are available past Tier 10 difficulty (Difficult).  Training caps out very early with stone.  Bonecarving is not that much better with no items past Tier 11 difficulty (Very Difficult).&lt;br /&gt;
&lt;br /&gt;
*Many carving techniques are useless and appear to support items that don&#039;t currently exist.  Only a couple techniques are even worth taking.&lt;br /&gt;
*unfinished carving items can&#039;t be dragged.  If you have to run off to get a pole or some polish (after stopping at the bank to get the money), there&#039;s a chance that you could lose it if you don&#039;t have the strength to pick it up.&lt;br /&gt;
&lt;br /&gt;
*The tool repair, and purity technique require taking stonecarving techniques, which if you only plan on working in bone are useless.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
&lt;br /&gt;
*Blacksmithing has no techniques for reducing RT like Weapons/Armor.&lt;br /&gt;
&lt;br /&gt;
*Requiring 2 useless pre-req technique slots just to craft Maker&#039;s Marks is overkill.&lt;br /&gt;
&lt;br /&gt;
*Crossing forge annoyances:  1) No grindstone by anvils.  Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot.  2) Only 3 arches despite being by far the most demanded crafting location.  3) Fourth anvil is dangerous due to frequent Elpazi invasions&lt;br /&gt;
&lt;br /&gt;
*Lava forge annoyances: 1) No grindstones by anvils.  Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot.  2) No NPC for turning in work orders.  3) No store that sells components (hilts, hafts, oil, brushes, etc).&lt;br /&gt;
&lt;br /&gt;
*Haven forge annoyances:  1) No ingot cutter by crucibles.  Must leave room frequently during smelting ingots.&lt;br /&gt;
&lt;br /&gt;
*Blacksmithing is the only discipline that requires 3 other techniques to get the enhancement technique (tempering).&lt;br /&gt;
&lt;br /&gt;
*Blacksmithing is the only discipline which has a purity helping technique, which it isn&#039;t tier 1 (Master Metallurgy - tier 4).&lt;br /&gt;
** (Actually, Carving&#039;s purity technique is tier 3.)&lt;br /&gt;
&lt;br /&gt;
===Outfitting===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;*No items available past Tier 10 difficulty (Difficult).  Training caps out at fairly low ranks.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*No leather decorative wear items past Tier 6 difficulty (Somewhat Challenging).  Cannot train very far using leather before needing extremely high volumes.&lt;br /&gt;
&lt;br /&gt;
*Storebought leather is only available at one workability value.&lt;br /&gt;
&lt;br /&gt;
*Is it really necessary to penalize (RT) for typoing the size of thread to adjust the distaff/wheel to?&lt;br /&gt;
&lt;br /&gt;
*Thicker thread gives a potential roundtime reduction, but thick thread can only be used with leather, not cloth.--[[User:Antendren|Antendren]] 15:21, 15 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* Instead of saying &#039;&#039;material&#039;&#039;, Have {{com|count}} tell you &#039;&#039;&#039;what&#039;&#039;&#039; you&#039;re counting: You count out 8 pieces of &#039;&#039;goblin bone&#039;&#039; there.&lt;br /&gt;
&lt;br /&gt;
* Allow count to work for &#039;&#039;&#039;all&#039;&#039;&#039; materials to tell how much if you have left.&lt;br /&gt;
&lt;br /&gt;
* Currently, the quality of assembled components (cotton padding, leather strips, etc.) doesn&#039;t play a role.  How about having them act as a tool modifier for the crafting steps after they&#039;ve been added?&lt;br /&gt;
&lt;br /&gt;
* Underground tunnels between Crossing crafting halls (a la temple tunnels).&lt;br /&gt;
&lt;br /&gt;
* A new chapter in all the instruction books to allow people to add limited use instructions, up to a limit.&amp;lt;br /&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
apprentice books - can hold 5&amp;lt;br /&amp;gt;&lt;br /&gt;
journeyman books - can hold 10&amp;lt;br /&amp;gt;&lt;br /&gt;
master books - can hold 20&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Danoryiel|Danoryiel]] 17:52, 11 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Alternate pattern/styles e.g. insulated, padded, quilted, etc.:&lt;br /&gt;
&lt;br /&gt;
These could come in the form of unique instructions for a particular item that change up the protection/absorbtion ratings or the coverage areas from the standard book versions.&lt;br /&gt;
&lt;br /&gt;
i.e. cloth hauberks come in insulated, quilted or padded in the tailoring book, but a set of limited use instructions (2-5) would allow one to make a collared hauberk (covers the neck in addition to everything else) or a fireproofed hauberk (more damage resistance vs. fire attacks/less so in one or more areas to balance it out).&lt;br /&gt;
&lt;br /&gt;
some starter ideas for this,&lt;br /&gt;
&lt;br /&gt;
fireproofed, collared, windproofed, grounded, layered, folded, sleeveless, collarless, stuffed, waterproofed&lt;br /&gt;
--[[User:Danoryiel|Danoryiel]] 17:52, 11 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* New types of armor for any material type (metal, cloth, leather, bone, etc.)&lt;br /&gt;
&lt;br /&gt;
Haubergeon - upper body protection only (chest, abdomen, back, and arms (neck also in collared variants))&amp;lt;br /&amp;gt;&lt;br /&gt;
Chausses - leg protection armor&amp;lt;br /&amp;gt;&lt;br /&gt;
Faulds - abdomen and or leg protection armor&amp;lt;br /&amp;gt;&lt;br /&gt;
Sabatons - leg protection armor&amp;lt;br /&amp;gt;&lt;br /&gt;
Hounskull - full head protection armor&amp;lt;br /&amp;gt;&lt;br /&gt;
Gambesons - full body cloth armor, also to possibly replace hauberk in cloth tailoring&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Danoryiel|Danoryiel]] 17:52, 11 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
* Heat cinnabar to extract sulfur and mercury.  Cinnabar could be found in mining.--[[User:Antendren|Antendren]] 11:58, 30 May 2013 (UTC)&lt;br /&gt;
* Make Critical Limb Wound Remedies only require External Limb Remedies and Internal Limb Remedies, and not External/Internal Body Remedies.  Similarly for Critical Scar Remedies.--[[User:Antendren|Antendren]] 14:14, 24 July 2013 (UTC)&lt;br /&gt;
* resistance potions - effect lasts for a short duration or until an amount of the specified (poison/cold/fire) damage is stopped --[[User:Danoryiel|Danoryiel]] 17:53, 11 December 2013 (UTC)&lt;br /&gt;
* rock binding solution - allows for rocks to be combined to make engineering a bit easier to work with.--[[User:Danoryiel|Danoryiel]] 17:53, 11 December 2013 (UTC)&lt;br /&gt;
* Sufil sap is no longer found just at night (yey!), however muljin sap, hisan flower &amp;amp; ojhenik root are still affected with time of day.  It had been suggested shortly after the system was released that maybe some of these herbs that have conditionals (time of day or season) might be adjusted to be found out-of-condition with enough skill.  So for example, if muljin sap takes approx. 170 ranks to find during the day, it might take 400 to find at night. --[[User:Kythryn|Kythryn]] 13:23, 24 February 2014 (UTC)&lt;br /&gt;
*As per Kodius posts, adding new things to the system is...a pain.  So, I was thinking, maybe some items could be re-purposed from forage-fodder to new system useful stuff.  As far as I know, none of the following items are used for anything more than training.  A batch of items were added to the foraging system when the Imperial coins stopped being so challenging for everyone to find and the group included the release of silverwood &amp;amp; copperwood, and then all these flowers and grasses.  They all have (or had) at least a 300 rank minimum req to find:&lt;br /&gt;
***Red Fox Blossom&lt;br /&gt;
***Viper Grass&lt;br /&gt;
***Dustanjis Flower&lt;br /&gt;
***Dirdel Flower&lt;br /&gt;
***Red Lily&lt;br /&gt;
***Sniper Lily&lt;br /&gt;
***Scorpion Flower&lt;br /&gt;
***Blue Iris&lt;br /&gt;
***Purple Iris&lt;br /&gt;
***Valerian Blossom&lt;br /&gt;
**In addition to those, there are a few other things from the system that are plant-themed and, as far as I know, not used for anything either:&lt;br /&gt;
***Butterfly Orchid&lt;br /&gt;
***Wild Orchid&lt;br /&gt;
***Mistletoe (well, the kissing thing...heh)&lt;br /&gt;
***Briarberry Root&lt;br /&gt;
***Green Moss&lt;br /&gt;
***Draconaeia Blossom (was used to make dracon crystals, but since those are gone now...)&lt;br /&gt;
***Clover (this was never found, we thought it fell into the same hole as junliar stem)&lt;br /&gt;
***Toadstool&lt;br /&gt;
***Wild Carrot&lt;br /&gt;
***Jasmine Blossom&lt;br /&gt;
***(and all the foraged fruits that only are used for teas, apple, orange, etc.)&lt;br /&gt;
**--[[User:Kythryn|Kythryn]] 13:23, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Enchanting===&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
*Add images for the various god animals, and allow the results to be used as favor offerings.--[[User:Antendren|Antendren]] 22:01, 14 June 2013 (UTC)&lt;br /&gt;
*Add keyblank as a craftable item for stone and bone materials. --[[User:Danoryiel|Danoryiel]] 21:31, 11 December &lt;br /&gt;
2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Have oil or varnish added that you can apply to bows as the last step in finish making a bow instead of having to use a stain.  Make it so that you can use either the oil or the stain depending upon the maker&#039;s preference.&lt;br /&gt;
&lt;br /&gt;
Bluefalcon[[User:LESLIEC|LESLIEC]] ([[User talk:LESLIEC|talk]]) 16:06, 19 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
* Add smelting recipes for electrum (gold, silver), niello (copper, silver, lead, maybe sulfur) and red-gold (copper, gold).--[[User:Antendren|Antendren]] 11:57, 30 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Outfitting===&lt;br /&gt;
&lt;br /&gt;
*Add craftable &amp;quot;short cord&amp;quot; components much like small/large padding and long cords are craftable.&lt;br /&gt;
*Allow counting of thread on needles.&lt;br /&gt;
*Add a bliaud pattern to cloth decorative wear.&lt;br /&gt;
*Wallets/Moneybelts:&lt;br /&gt;
&lt;br /&gt;
Wallets could hold up to 25 coins, Moneybelts up to 75 coins(so as to keep the fest/auction/ltb ones desireable)&lt;br /&gt;
my suggested difficulty: 5-7 for wallets, 9-11 for moneybelts.--[[User:Danoryiel|Danoryiel]] 17:55, 11 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Cat|GM assistance articles}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Combat&amp;diff=424643</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Combat&amp;diff=424643"/>
		<updated>2015-10-20T06:52:22Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Offensive Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3|Needs massive updating}}&lt;br /&gt;
{{Incomplete|needs massive work}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Although not the primary focus of [[DragonRealms]] as some may argue, &#039;&#039;&#039;combat&#039;&#039;&#039; is for many guilds and players an integral part of experiencing DragonRealms.  DragonRealms has a wonderfully intricate and diverse combat system.  Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed.  The purpose of this page is to serve as a guide for combat at all skill levels.&lt;br /&gt;
&lt;br /&gt;
Note that this guide will deal primarily with standard critter-hunting.  For tips on Player versus Player (PvP) combat, refer to individual guild pages.  A PvP guide may be forthcoming at some point.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s Guide==&lt;br /&gt;
&lt;br /&gt;
Welcome to combat!  Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first.  This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation.  Let&#039;s start from the very beginning, which is...&lt;br /&gt;
&lt;br /&gt;
===Equipment You Will Need===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A weapon&#039;&#039;&#039;: There is little substitute for a good weapon at your side.  Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is.  The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary.  Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons.  A break-down of all weapon classes, with positives and negatives, will follow shortly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A shield&#039;&#039;&#039;: Many characters choose to train with a [[Shield skill|shield]] in addition to [[Parry Ability skill|parry]] and [[Evasion skill|evasion]]. Shields add to a character&#039;s [[hinderance]], but tend to be more reliable than other defenses when the character is [[stun|stunned]], prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character&#039;s off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Some armor&#039;&#039;&#039;: Armor hinders your [[stealth]], [[evasion skill]], and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.&lt;br /&gt;
&lt;br /&gt;
For more on how to evaluate weapons and armors see [[Appraisal_skill#Appraisal_For_Beginners|Appraisal For Beginners]].&lt;br /&gt;
&lt;br /&gt;
===Combat Ranges===&lt;br /&gt;
All combat is divided into three different ranges: missile, pole, and melee.  To demonstrate these three, let&#039;s take a look at our first opponent, who has just entered the area:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A ship rat just arrived.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We now have our target!  Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up.  Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must {{com|ADVANCE}} &amp;lt;target&amp;gt;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat begins to advance on you!&lt;br /&gt;
The ship rat is still a distance away from you and is closing steadily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to pole weapon range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.&lt;br /&gt;
&lt;br /&gt;
Unless the {{com|retreat}} command is used to halt advancing, any melee attack at this point will trigger a charge to melee range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to melee range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final range is melee range, in which any weapon can be used.&lt;br /&gt;
&lt;br /&gt;
===Range Management and Disengaging===&lt;br /&gt;
There are four commands used to affect range. As previously mentioned, {{com|advance}} attempts to close the distance between yourself and a target. &lt;br /&gt;
&lt;br /&gt;
The {{com|retreat}} command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible. &lt;br /&gt;
&lt;br /&gt;
{{com|hangback}} is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.&lt;br /&gt;
&lt;br /&gt;
Lastly, {{com|flee}} attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.&lt;br /&gt;
&lt;br /&gt;
You can use the {{com|assess}} command at any time to see the combat ranges of any creatures present, as well as which one you are facing. &#039;&#039;&#039;In order to leave a room it is necessary to have no creatures at melee or pole range.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 You assess your combat situation...&lt;br /&gt;
&lt;br /&gt;
You (solidly balanced) are facing a ship rat (1) at melee range.&lt;br /&gt;
A ship rat (1: very badly balanced) is flanking you at melee range.&lt;br /&gt;
A ship rat (2: solidly balanced) is facing you at melee range.&lt;br /&gt;
A ship rat (3: off balance) is flanking you at melee range.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attack!===&lt;br /&gt;
Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the {{com|ATTACK}} command to try to attack it. {{com|Attack}} is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called [[Combat#Maneuver Chart|maneuvers]].&lt;br /&gt;
&lt;br /&gt;
===Offensive Skills===&lt;br /&gt;
*[[Weapon Skillset|Weapon skills]] (examples being light edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.&lt;br /&gt;
*[[Brawling skill|Brawling]] represents skill attacking an opponent while unarmed.  &amp;lt;s&amp;gt;Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.&amp;lt;/s&amp;gt; [{{tt|CIRCLE}}, {{tt|BOB}}, {{tt|WEAVE}}, and Analyze (critter name) now train Tactics.]&lt;br /&gt;
*[[Offhand Weapon skill]] represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee weapons.&lt;br /&gt;
*{{skill|Tactics}} covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with {{tt|CIRCLE}}, {{tt|BOB}}, {{tt|WEAVE}}, and {{tt|ANALYZE}} (critter name).&lt;br /&gt;
*[[Targeted Magic skill|Targeted Magic]] represents the ability to better aim direct damage spells.&lt;br /&gt;
*[[Debilitation skill]] covers the magic that impedes, but does not directly damage.&lt;br /&gt;
&lt;br /&gt;
===Defensive Skills===&lt;br /&gt;
*{{skill|Evasion}} represents your ability to twist out of the way of blows.  Usually mandatory for anyone interested in combat, as it is weakens your foe&#039;s attack power more per rank than the other two defense.&lt;br /&gt;
*{{skill|Shield Usage}} represents your ability to block oncoming attacks with your shield.  Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.&lt;br /&gt;
*{{skill|Parry Ability}} represents your ability to block oncoming attacks by deflecting them with your weapon.  As per GM [[Ssra]], parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.&lt;br /&gt;
*Armor skills ({{skill|Light Armor}}, {{skill|Chain Armor}}, {{skill|Brigandine Armor}}, {{skill|Plate Armor}}) represent your ability to maneuver and hide in the respective armor category.  Eventually your skill in an armor will also contribute to the protection your armor provides you.&lt;br /&gt;
*{{skill|Perception}} represents your ability to spot hidden targets, particularly those trying to attack you from hiding.  Mandatory for anyone interested in PvP or fighting foes that like to hide.  Recommended for anyone, though, as it is a great defense against theft.&lt;br /&gt;
*{{skill|Defending}} represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.&lt;br /&gt;
&lt;br /&gt;
===Stealth Skills===&lt;br /&gt;
&lt;br /&gt;
*{{skill|Stealth}} represents your ability to perform stealth actions, and to evade detection.&lt;br /&gt;
*{{skill|Backstab}} (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the {{tt|BACKSTAB}} command and ignores shield and parry. Ambushes also utilize this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
You&#039;ll notice information in brackets below each attack you or an opponent makes.  This information is a summary of how the attack affected your character.  We&#039;ll go over each message in detail.&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Vitality&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| &amp;gt;100% || invigorated&lt;br /&gt;
|-&lt;br /&gt;
| 100% || none&lt;br /&gt;
|-&lt;br /&gt;
| 99%-90% || bruised&lt;br /&gt;
|-&lt;br /&gt;
| 89%-80% || hurt&lt;br /&gt;
|-&lt;br /&gt;
| 79%-70% || battered&lt;br /&gt;
|-&lt;br /&gt;
| 69%-60% || beat up&lt;br /&gt;
|-&lt;br /&gt;
| 59%-50% || very beat up&lt;br /&gt;
|-&lt;br /&gt;
| 49%-40% || badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 39%-30% || very badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 29%-20% || smashed up&lt;br /&gt;
|-&lt;br /&gt;
| 10%-9% || terribly wounded&lt;br /&gt;
|-&lt;br /&gt;
| 9%-1% || near death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1% || in death&#039;s grasp&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Spirit&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| mighty&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;no message&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| shaky&lt;br /&gt;
|-&lt;br /&gt;
| very shaky&lt;br /&gt;
|-&lt;br /&gt;
| weak&lt;br /&gt;
|-&lt;br /&gt;
| very weak&lt;br /&gt;
|-&lt;br /&gt;
| drained&lt;br /&gt;
|-&lt;br /&gt;
| very drained&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
|-&lt;br /&gt;
| very cold&lt;br /&gt;
|-&lt;br /&gt;
| empty&lt;br /&gt;
|-&lt;br /&gt;
| desolate&lt;br /&gt;
|-&lt;br /&gt;
| nonexistant&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;gt;100% || energetic&lt;br /&gt;
|-&lt;br /&gt;
|100%-90% || &#039;&#039;&#039;no message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|89%-80% || winded&lt;br /&gt;
|-&lt;br /&gt;
|79%-60% || tired&lt;br /&gt;
|-&lt;br /&gt;
|59%-40% || fatigued&lt;br /&gt;
|-&lt;br /&gt;
|39%-30% || worn-out&lt;br /&gt;
|-&lt;br /&gt;
|29%-20% || beat&lt;br /&gt;
|-&lt;br /&gt;
|19%-10% || exhausted&lt;br /&gt;
|-&lt;br /&gt;
|9%-~&amp;lt;1% || bone-tired&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
Vitality is a verbal representation of your hit points.  Each attack that damages you reduces the number of hit points you have by a certain percentage.  The levels are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;information missing&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spirit===&lt;br /&gt;
When you are brought back to life (either via departing or [[Resurrection]]) it takes a little while to regain your full spirit health.  Spirit health affects the time before you depart.  Some [[Cleric]] spells cause the caster to lose ([[Aesrela Everild]]) or gain spirit ([[Vigil]]).  There are also plans for Spell vs. Spirit [[Contested Spells|contested spells]].  The levels of spirit, with none being default, are:&lt;br /&gt;
&lt;br /&gt;
===Fatigue===&lt;br /&gt;
You lose some fatigue with each attack you make.  If you are using a weapon that is suited for your character&#039;s stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.&lt;br /&gt;
&lt;br /&gt;
Fatigue cost is determined base on weapon weight, maneuver used, and the user&#039;s strength and stamina.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Balance and Position===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Balance&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| incredibly balanced&lt;br /&gt;
|-&lt;br /&gt;
|adeptly balanced&lt;br /&gt;
|-&lt;br /&gt;
|nimbly balanced&lt;br /&gt;
|-&lt;br /&gt;
|solidly balanced&lt;br /&gt;
|-&lt;br /&gt;
|slightly off balance&lt;br /&gt;
|-&lt;br /&gt;
|off balance&lt;br /&gt;
|-&lt;br /&gt;
|somewhat off balance&lt;br /&gt;
|-&lt;br /&gt;
|badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|very badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|extremely imbalanced&lt;br /&gt;
|-&lt;br /&gt;
|hopelessly unbalanced&lt;br /&gt;
|-&lt;br /&gt;
|completely imbalanced&lt;br /&gt;
|}&lt;br /&gt;
| &#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| in dominating position &lt;br /&gt;
|-&lt;br /&gt;
| in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| in superior position &lt;br /&gt;
|-&lt;br /&gt;
| in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| in strong position &lt;br /&gt;
|-&lt;br /&gt;
| in good position &lt;br /&gt;
|-&lt;br /&gt;
| in better position &lt;br /&gt;
|-&lt;br /&gt;
| have slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| no advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent has slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent in better position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in good position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in superior position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| opponent dominating &lt;br /&gt;
|-&lt;br /&gt;
| opponent overwhelming you&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several levels of balance and position.  The base is &amp;lt;solidly balanced&amp;gt; with &amp;lt;no advantage&amp;gt;.  You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues. From best to least they are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position&#039;&#039;&#039; is the relation between your opponent&#039;s balance and your own.&lt;br /&gt;
&lt;br /&gt;
The higher the balance and the position, the larger bonus there is to both offense and defense.&lt;br /&gt;
&lt;br /&gt;
==Maneuver Chart==&lt;br /&gt;
KEY:&lt;br /&gt;
:&#039;&#039;&#039;+&#039;&#039;&#039;: good for this&lt;br /&gt;
:&#039;&#039;&#039;=&#039;&#039;&#039;: won&#039;t help, won&#039;t hurt&lt;br /&gt;
:&#039;&#039;&#039;-&#039;&#039;&#039;: bad for this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; {{com|attack}} will perform a randomized maneuver that is appropriate to the given situation.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
The below listed combat maneuvers work with any held weapon, but you some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it&#039;s a good idea to have an understanding of what attacks best suit your weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
*For puncture type damage, use maneuvers like {{com|jab}}, {{com|thrust}}, and {{com|lunge}}.&lt;br /&gt;
*For slice type damage, use maneuvers like {{com|feint}}, {{com|slice}}, and {{com|chop}}.&lt;br /&gt;
*For impact type damage, use maneuvers like {{com|jab}}/{{com|feint}}, {{com|swing}}, {{com|slam}}, and {{com|bash}}.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bash	||-||-||-||+||-||=||+||=||-||+&lt;br /&gt;
|-&lt;br /&gt;
|chop	||=||=||-||+||-||+||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|draw	||=||-||+||-||-||+||-||+||-||=&lt;br /&gt;
|-&lt;br /&gt;
|feint	||-||+||+||-||=||=||=||-||+||=&lt;br /&gt;
|-&lt;br /&gt;
|jab	||-||+||+||-||=||=||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|lunge	||-||-||-||+||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|pummel	||-||=||+||-||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|slam	||=||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|slice	||-||=||+||=||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|smite*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|sweep	||-||-||-||-||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|swing	||-||+||+||=||-||=||+||+||-||+&lt;br /&gt;
|-&lt;br /&gt;
|throw*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|thrust	||-||=||+||=||+||-||=||-||+||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brawling===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bite ||-||-||+||=||+||=||-||-||+||+&lt;br /&gt;
|-&lt;br /&gt;
|butt ||-||-||+||+||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|choke* || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|claw ||-||=||+||=||=||+||-||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|elbow ||-||=||+||=||=||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|gouge ||-||=||+||=||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|grab / grapple ||-||-||+||+||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|kick ||-||-||+||=||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|knee ||-||-||+||=||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|punch ||-||=||+||=||=||-||+||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|shove ||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|slap ||-||+||+||-||-||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle ||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move   ||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|block	||+||=||+||x||x||x||x||-||-||+&lt;br /&gt;
|-&lt;br /&gt;
|bob	||+||+||=||=||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|circle	||-||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|dodge	||+||=||+||x||x||x||x||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|flee*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|parry	||+||=||+||x||x||x||x||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|retreat*|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|shove	||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle	||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|weave	||-||-||+||=||=||=||=||+||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Currently unable to view stats for moves&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
The following is a theoretical process for how attacks calculated.&lt;br /&gt;
&lt;br /&gt;
===To hit===&lt;br /&gt;
* Based on skill and a random number, an Offensive Force/Factor (OF) is generated. &lt;br /&gt;
* This number is bonused by the user&#039;s {{stat|Agility}} as modified by the weapon&#039;s balance.&lt;br /&gt;
* The number is compared to the effective score of the defender&#039;s combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.&lt;br /&gt;
* There is always a chance to both hit or miss, regardless of the numbers.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
* If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.&lt;br /&gt;
* Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.&lt;br /&gt;
* Damage is added based on the user&#039;s strength, modified by the weapon&#039;s suitability.&lt;br /&gt;
* The damage is then reduced by the target&#039;s armor modified by the skill of the user in that armor.&lt;br /&gt;
* Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.&lt;br /&gt;
* Lastly, the specific body part damage is capped based on the target&#039;s remaining vitality left.&lt;br /&gt;
&lt;br /&gt;
====Damage Values====&lt;br /&gt;
This information has been verified by GM Kodius.&amp;lt;ref&amp;gt;[[Post:List of All Hits in Combat - 07/28/2014 - 19:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#light hit&lt;br /&gt;
#good hit&lt;br /&gt;
#good strike&lt;br /&gt;
#solid hit&lt;br /&gt;
#hard hit&lt;br /&gt;
#strong hit&lt;br /&gt;
#heavy strike&lt;br /&gt;
#very heavy hit&lt;br /&gt;
#extremely heavy hit&lt;br /&gt;
#powerful strike&lt;br /&gt;
#massive strike&lt;br /&gt;
#awesome strike&lt;br /&gt;
#vicious strike&lt;br /&gt;
#earth-shaking strike&lt;br /&gt;
#demolishing hit&lt;br /&gt;
#spine-rattling strike&lt;br /&gt;
#devastating hit&lt;br /&gt;
#devastating hit (That&#039;ll leave a mark!)&lt;br /&gt;
#overwhelming strike&lt;br /&gt;
#obliterating hit&lt;br /&gt;
#annihilating strike&lt;br /&gt;
#cataclysmic strike&lt;br /&gt;
#apocalyptic strike&lt;br /&gt;
&lt;br /&gt;
The following messaging indicates a hit that did no damage:&lt;br /&gt;
*benign&lt;br /&gt;
*brushing&lt;br /&gt;
*gentle&lt;br /&gt;
*glancing&lt;br /&gt;
*grazing&lt;br /&gt;
*harmless&lt;br /&gt;
*ineffective&lt;br /&gt;
*skimming&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Weapon balance determines parry suitability.&lt;br /&gt;
&lt;br /&gt;
Protection grows with ranks, absorption doesn&#039;t.&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
{{cat|Combat, Tutorials,New and returning player help}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Combat&amp;diff=424642</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Combat&amp;diff=424642"/>
		<updated>2015-10-20T06:46:55Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Offensive Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3|Needs massive updating}}&lt;br /&gt;
{{Incomplete|needs massive work}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Although not the primary focus of [[DragonRealms]] as some may argue, &#039;&#039;&#039;combat&#039;&#039;&#039; is for many guilds and players an integral part of experiencing DragonRealms.  DragonRealms has a wonderfully intricate and diverse combat system.  Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed.  The purpose of this page is to serve as a guide for combat at all skill levels.&lt;br /&gt;
&lt;br /&gt;
Note that this guide will deal primarily with standard critter-hunting.  For tips on Player versus Player (PvP) combat, refer to individual guild pages.  A PvP guide may be forthcoming at some point.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s Guide==&lt;br /&gt;
&lt;br /&gt;
Welcome to combat!  Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first.  This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation.  Let&#039;s start from the very beginning, which is...&lt;br /&gt;
&lt;br /&gt;
===Equipment You Will Need===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A weapon&#039;&#039;&#039;: There is little substitute for a good weapon at your side.  Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is.  The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary.  Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons.  A break-down of all weapon classes, with positives and negatives, will follow shortly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A shield&#039;&#039;&#039;: Many characters choose to train with a [[Shield skill|shield]] in addition to [[Parry Ability skill|parry]] and [[Evasion skill|evasion]]. Shields add to a character&#039;s [[hinderance]], but tend to be more reliable than other defenses when the character is [[stun|stunned]], prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character&#039;s off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Some armor&#039;&#039;&#039;: Armor hinders your [[stealth]], [[evasion skill]], and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.&lt;br /&gt;
&lt;br /&gt;
For more on how to evaluate weapons and armors see [[Appraisal_skill#Appraisal_For_Beginners|Appraisal For Beginners]].&lt;br /&gt;
&lt;br /&gt;
===Combat Ranges===&lt;br /&gt;
All combat is divided into three different ranges: missile, pole, and melee.  To demonstrate these three, let&#039;s take a look at our first opponent, who has just entered the area:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A ship rat just arrived.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We now have our target!  Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up.  Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must {{com|ADVANCE}} &amp;lt;target&amp;gt;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat begins to advance on you!&lt;br /&gt;
The ship rat is still a distance away from you and is closing steadily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to pole weapon range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.&lt;br /&gt;
&lt;br /&gt;
Unless the {{com|retreat}} command is used to halt advancing, any melee attack at this point will trigger a charge to melee range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to melee range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final range is melee range, in which any weapon can be used.&lt;br /&gt;
&lt;br /&gt;
===Range Management and Disengaging===&lt;br /&gt;
There are four commands used to affect range. As previously mentioned, {{com|advance}} attempts to close the distance between yourself and a target. &lt;br /&gt;
&lt;br /&gt;
The {{com|retreat}} command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible. &lt;br /&gt;
&lt;br /&gt;
{{com|hangback}} is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.&lt;br /&gt;
&lt;br /&gt;
Lastly, {{com|flee}} attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.&lt;br /&gt;
&lt;br /&gt;
You can use the {{com|assess}} command at any time to see the combat ranges of any creatures present, as well as which one you are facing. &#039;&#039;&#039;In order to leave a room it is necessary to have no creatures at melee or pole range.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 You assess your combat situation...&lt;br /&gt;
&lt;br /&gt;
You (solidly balanced) are facing a ship rat (1) at melee range.&lt;br /&gt;
A ship rat (1: very badly balanced) is flanking you at melee range.&lt;br /&gt;
A ship rat (2: solidly balanced) is facing you at melee range.&lt;br /&gt;
A ship rat (3: off balance) is flanking you at melee range.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attack!===&lt;br /&gt;
Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the {{com|ATTACK}} command to try to attack it. {{com|Attack}} is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called [[Combat#Maneuver Chart|maneuvers]].&lt;br /&gt;
&lt;br /&gt;
===Offensive Skills===&lt;br /&gt;
*[[Weapon Skillset|Weapon skills]] (examples being light edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.&lt;br /&gt;
*[[Brawling skill|Brawling]] represents skill attacking an opponent while unarmed.  &amp;lt;s&amp;gt;Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.&amp;lt;/s&amp;gt; ({{tt|CIRCLE}}, {{tt|BOB}},{{tt|WEAVE}}, and {{tt|Analyze}} (critter name) now train Tactics.)&lt;br /&gt;
*[[Offhand Weapon skill]] represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee weapons.&lt;br /&gt;
*{{skill|Tactics}} covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.&lt;br /&gt;
*[[Targeted Magic skill|Targeted Magic]] represents the ability to better aim direct damage spells.&lt;br /&gt;
*[[Debilitation skill]] covers the magic that impedes, but does not directly damage.&lt;br /&gt;
&lt;br /&gt;
===Defensive Skills===&lt;br /&gt;
*{{skill|Evasion}} represents your ability to twist out of the way of blows.  Usually mandatory for anyone interested in combat, as it is weakens your foe&#039;s attack power more per rank than the other two defense.&lt;br /&gt;
*{{skill|Shield Usage}} represents your ability to block oncoming attacks with your shield.  Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.&lt;br /&gt;
*{{skill|Parry Ability}} represents your ability to block oncoming attacks by deflecting them with your weapon.  As per GM [[Ssra]], parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.&lt;br /&gt;
*Armor skills ({{skill|Light Armor}}, {{skill|Chain Armor}}, {{skill|Brigandine Armor}}, {{skill|Plate Armor}}) represent your ability to maneuver and hide in the respective armor category.  Eventually your skill in an armor will also contribute to the protection your armor provides you.&lt;br /&gt;
*{{skill|Perception}} represents your ability to spot hidden targets, particularly those trying to attack you from hiding.  Mandatory for anyone interested in PvP or fighting foes that like to hide.  Recommended for anyone, though, as it is a great defense against theft.&lt;br /&gt;
*{{skill|Defending}} represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.&lt;br /&gt;
&lt;br /&gt;
===Stealth Skills===&lt;br /&gt;
&lt;br /&gt;
*{{skill|Stealth}} represents your ability to perform stealth actions, and to evade detection.&lt;br /&gt;
*{{skill|Backstab}} (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the {{tt|BACKSTAB}} command and ignores shield and parry. Ambushes also utilize this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
You&#039;ll notice information in brackets below each attack you or an opponent makes.  This information is a summary of how the attack affected your character.  We&#039;ll go over each message in detail.&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Vitality&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| &amp;gt;100% || invigorated&lt;br /&gt;
|-&lt;br /&gt;
| 100% || none&lt;br /&gt;
|-&lt;br /&gt;
| 99%-90% || bruised&lt;br /&gt;
|-&lt;br /&gt;
| 89%-80% || hurt&lt;br /&gt;
|-&lt;br /&gt;
| 79%-70% || battered&lt;br /&gt;
|-&lt;br /&gt;
| 69%-60% || beat up&lt;br /&gt;
|-&lt;br /&gt;
| 59%-50% || very beat up&lt;br /&gt;
|-&lt;br /&gt;
| 49%-40% || badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 39%-30% || very badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 29%-20% || smashed up&lt;br /&gt;
|-&lt;br /&gt;
| 10%-9% || terribly wounded&lt;br /&gt;
|-&lt;br /&gt;
| 9%-1% || near death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1% || in death&#039;s grasp&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Spirit&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| mighty&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;no message&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| shaky&lt;br /&gt;
|-&lt;br /&gt;
| very shaky&lt;br /&gt;
|-&lt;br /&gt;
| weak&lt;br /&gt;
|-&lt;br /&gt;
| very weak&lt;br /&gt;
|-&lt;br /&gt;
| drained&lt;br /&gt;
|-&lt;br /&gt;
| very drained&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
|-&lt;br /&gt;
| very cold&lt;br /&gt;
|-&lt;br /&gt;
| empty&lt;br /&gt;
|-&lt;br /&gt;
| desolate&lt;br /&gt;
|-&lt;br /&gt;
| nonexistant&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;gt;100% || energetic&lt;br /&gt;
|-&lt;br /&gt;
|100%-90% || &#039;&#039;&#039;no message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|89%-80% || winded&lt;br /&gt;
|-&lt;br /&gt;
|79%-60% || tired&lt;br /&gt;
|-&lt;br /&gt;
|59%-40% || fatigued&lt;br /&gt;
|-&lt;br /&gt;
|39%-30% || worn-out&lt;br /&gt;
|-&lt;br /&gt;
|29%-20% || beat&lt;br /&gt;
|-&lt;br /&gt;
|19%-10% || exhausted&lt;br /&gt;
|-&lt;br /&gt;
|9%-~&amp;lt;1% || bone-tired&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
Vitality is a verbal representation of your hit points.  Each attack that damages you reduces the number of hit points you have by a certain percentage.  The levels are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;information missing&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spirit===&lt;br /&gt;
When you are brought back to life (either via departing or [[Resurrection]]) it takes a little while to regain your full spirit health.  Spirit health affects the time before you depart.  Some [[Cleric]] spells cause the caster to lose ([[Aesrela Everild]]) or gain spirit ([[Vigil]]).  There are also plans for Spell vs. Spirit [[Contested Spells|contested spells]].  The levels of spirit, with none being default, are:&lt;br /&gt;
&lt;br /&gt;
===Fatigue===&lt;br /&gt;
You lose some fatigue with each attack you make.  If you are using a weapon that is suited for your character&#039;s stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.&lt;br /&gt;
&lt;br /&gt;
Fatigue cost is determined base on weapon weight, maneuver used, and the user&#039;s strength and stamina.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Balance and Position===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Balance&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| incredibly balanced&lt;br /&gt;
|-&lt;br /&gt;
|adeptly balanced&lt;br /&gt;
|-&lt;br /&gt;
|nimbly balanced&lt;br /&gt;
|-&lt;br /&gt;
|solidly balanced&lt;br /&gt;
|-&lt;br /&gt;
|slightly off balance&lt;br /&gt;
|-&lt;br /&gt;
|off balance&lt;br /&gt;
|-&lt;br /&gt;
|somewhat off balance&lt;br /&gt;
|-&lt;br /&gt;
|badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|very badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|extremely imbalanced&lt;br /&gt;
|-&lt;br /&gt;
|hopelessly unbalanced&lt;br /&gt;
|-&lt;br /&gt;
|completely imbalanced&lt;br /&gt;
|}&lt;br /&gt;
| &#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| in dominating position &lt;br /&gt;
|-&lt;br /&gt;
| in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| in superior position &lt;br /&gt;
|-&lt;br /&gt;
| in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| in strong position &lt;br /&gt;
|-&lt;br /&gt;
| in good position &lt;br /&gt;
|-&lt;br /&gt;
| in better position &lt;br /&gt;
|-&lt;br /&gt;
| have slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| no advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent has slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent in better position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in good position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in superior position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| opponent dominating &lt;br /&gt;
|-&lt;br /&gt;
| opponent overwhelming you&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several levels of balance and position.  The base is &amp;lt;solidly balanced&amp;gt; with &amp;lt;no advantage&amp;gt;.  You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues. From best to least they are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position&#039;&#039;&#039; is the relation between your opponent&#039;s balance and your own.&lt;br /&gt;
&lt;br /&gt;
The higher the balance and the position, the larger bonus there is to both offense and defense.&lt;br /&gt;
&lt;br /&gt;
==Maneuver Chart==&lt;br /&gt;
KEY:&lt;br /&gt;
:&#039;&#039;&#039;+&#039;&#039;&#039;: good for this&lt;br /&gt;
:&#039;&#039;&#039;=&#039;&#039;&#039;: won&#039;t help, won&#039;t hurt&lt;br /&gt;
:&#039;&#039;&#039;-&#039;&#039;&#039;: bad for this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; {{com|attack}} will perform a randomized maneuver that is appropriate to the given situation.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
The below listed combat maneuvers work with any held weapon, but you some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it&#039;s a good idea to have an understanding of what attacks best suit your weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
*For puncture type damage, use maneuvers like {{com|jab}}, {{com|thrust}}, and {{com|lunge}}.&lt;br /&gt;
*For slice type damage, use maneuvers like {{com|feint}}, {{com|slice}}, and {{com|chop}}.&lt;br /&gt;
*For impact type damage, use maneuvers like {{com|jab}}/{{com|feint}}, {{com|swing}}, {{com|slam}}, and {{com|bash}}.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bash	||-||-||-||+||-||=||+||=||-||+&lt;br /&gt;
|-&lt;br /&gt;
|chop	||=||=||-||+||-||+||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|draw	||=||-||+||-||-||+||-||+||-||=&lt;br /&gt;
|-&lt;br /&gt;
|feint	||-||+||+||-||=||=||=||-||+||=&lt;br /&gt;
|-&lt;br /&gt;
|jab	||-||+||+||-||=||=||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|lunge	||-||-||-||+||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|pummel	||-||=||+||-||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|slam	||=||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|slice	||-||=||+||=||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|smite*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|sweep	||-||-||-||-||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|swing	||-||+||+||=||-||=||+||+||-||+&lt;br /&gt;
|-&lt;br /&gt;
|throw*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|thrust	||-||=||+||=||+||-||=||-||+||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brawling===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bite ||-||-||+||=||+||=||-||-||+||+&lt;br /&gt;
|-&lt;br /&gt;
|butt ||-||-||+||+||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|choke* || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|claw ||-||=||+||=||=||+||-||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|elbow ||-||=||+||=||=||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|gouge ||-||=||+||=||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|grab / grapple ||-||-||+||+||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|kick ||-||-||+||=||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|knee ||-||-||+||=||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|punch ||-||=||+||=||=||-||+||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|shove ||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|slap ||-||+||+||-||-||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle ||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move   ||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|block	||+||=||+||x||x||x||x||-||-||+&lt;br /&gt;
|-&lt;br /&gt;
|bob	||+||+||=||=||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|circle	||-||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|dodge	||+||=||+||x||x||x||x||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|flee*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|parry	||+||=||+||x||x||x||x||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|retreat*|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|shove	||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle	||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|weave	||-||-||+||=||=||=||=||+||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Currently unable to view stats for moves&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
The following is a theoretical process for how attacks calculated.&lt;br /&gt;
&lt;br /&gt;
===To hit===&lt;br /&gt;
* Based on skill and a random number, an Offensive Force/Factor (OF) is generated. &lt;br /&gt;
* This number is bonused by the user&#039;s {{stat|Agility}} as modified by the weapon&#039;s balance.&lt;br /&gt;
* The number is compared to the effective score of the defender&#039;s combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.&lt;br /&gt;
* There is always a chance to both hit or miss, regardless of the numbers.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
* If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.&lt;br /&gt;
* Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.&lt;br /&gt;
* Damage is added based on the user&#039;s strength, modified by the weapon&#039;s suitability.&lt;br /&gt;
* The damage is then reduced by the target&#039;s armor modified by the skill of the user in that armor.&lt;br /&gt;
* Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.&lt;br /&gt;
* Lastly, the specific body part damage is capped based on the target&#039;s remaining vitality left.&lt;br /&gt;
&lt;br /&gt;
====Damage Values====&lt;br /&gt;
This information has been verified by GM Kodius.&amp;lt;ref&amp;gt;[[Post:List of All Hits in Combat - 07/28/2014 - 19:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#light hit&lt;br /&gt;
#good hit&lt;br /&gt;
#good strike&lt;br /&gt;
#solid hit&lt;br /&gt;
#hard hit&lt;br /&gt;
#strong hit&lt;br /&gt;
#heavy strike&lt;br /&gt;
#very heavy hit&lt;br /&gt;
#extremely heavy hit&lt;br /&gt;
#powerful strike&lt;br /&gt;
#massive strike&lt;br /&gt;
#awesome strike&lt;br /&gt;
#vicious strike&lt;br /&gt;
#earth-shaking strike&lt;br /&gt;
#demolishing hit&lt;br /&gt;
#spine-rattling strike&lt;br /&gt;
#devastating hit&lt;br /&gt;
#devastating hit (That&#039;ll leave a mark!)&lt;br /&gt;
#overwhelming strike&lt;br /&gt;
#obliterating hit&lt;br /&gt;
#annihilating strike&lt;br /&gt;
#cataclysmic strike&lt;br /&gt;
#apocalyptic strike&lt;br /&gt;
&lt;br /&gt;
The following messaging indicates a hit that did no damage:&lt;br /&gt;
*benign&lt;br /&gt;
*brushing&lt;br /&gt;
*gentle&lt;br /&gt;
*glancing&lt;br /&gt;
*grazing&lt;br /&gt;
*harmless&lt;br /&gt;
*ineffective&lt;br /&gt;
*skimming&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Weapon balance determines parry suitability.&lt;br /&gt;
&lt;br /&gt;
Protection grows with ranks, absorption doesn&#039;t.&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
{{cat|Combat, Tutorials,New and returning player help}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=424620</id>
		<title>Sinister Maelshyvean hierophant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=424620"/>
		<updated>2015-10-19T15:57:45Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Maelshyvean Hierophant&lt;br /&gt;
|MinCap=600&lt;br /&gt;
|MaxCap=700&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=85&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31d|Maelshyve&#039;s Fortress (31d)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity.  The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!&lt;br /&gt;
&lt;br /&gt;
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[casts spell::Venom (spell)|Venom]]&lt;br /&gt;
*[[casts spell::Strange Arrow]]&lt;br /&gt;
*[[casts spell::Huldah&#039;s Pall]]&lt;br /&gt;
*[[casts spell::Shadow Web]]&lt;br /&gt;
&lt;br /&gt;
===Items Carried===&lt;br /&gt;
*some {{cloot|i|tattered black robes}}&lt;br /&gt;
*a {{cloot|w|bloodwood staff capped with an upturned claw of obsidian}}&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cap Summary===&lt;br /&gt;
&lt;br /&gt;
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:&lt;br /&gt;
&lt;br /&gt;
Evasion basically stops at 700-720&lt;br /&gt;
&lt;br /&gt;
Shield/armor still exp slows at 720&lt;br /&gt;
&lt;br /&gt;
Stealth exp slows at 700 and stops at around 720.&lt;br /&gt;
&lt;br /&gt;
Weapons slow at around 625 and stop at 700.&lt;br /&gt;
&lt;br /&gt;
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your &#039;spell integrity&#039; high due to their natural immunity to spells (evil).&lt;br /&gt;
&lt;br /&gt;
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424611</id>
		<title>Sinuous ice adder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424611"/>
		<updated>2015-10-19T00:58:43Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sinuous Ice Adder&lt;br /&gt;
|MinCap=200&lt;br /&gt;
|MaxCap=300&lt;br /&gt;
|BodyType=Skeletal&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|139|Adder&#039;s Nest (139)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a crystalline adder fang&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=140&lt;br /&gt;
|MaxVal=942&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
|Skin Type=fang&lt;br /&gt;
|Weight=6&lt;br /&gt;
|Tannable=No&lt;br /&gt;
|NumPieces=&lt;br /&gt;
|Crushable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Thick with frost and ice crystals, glacial winds swirl tightly around the skeletal frame of the ice adder. Its eye sockets blaze with an unearthly blue radiance, casting a pallid light that gleams off its glistening fangs. Wisps of bluish-white mist trail behind it as it moves, drifting delicately from its body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dead: The spectral winds animating the adder have dissipated, leaving behind bones and melting ice.&#039;&#039;&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Adder fangs are used by [[Engineering|engineers]] to make ice-adder arrows, which do cold damage.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
They have an icy breath attack which drains between 10-30% [[vitality]] if successful.  It contests [[Stamina]] and [[Discipline]].  Barrier spells like [[Protection from Evil]] (&#039;&#039;A brilliant white glow flares around you, dissipating most of the icy vapor before it hits.&#039;&#039;) or [[Mantle of Flame]] can protect against the attack.&lt;br /&gt;
&lt;br /&gt;
Attack: &#039;&#039;A sinuous ice adder&#039;s jaws gape wide as it exhales an impossibly large cloud of frozen vapor!  The air temperature plummets noticeably, and your throat and lungs begin to burn from the cold.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defend: &#039;&#039;You manage to inhale a breath!&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Failure: &#039;&#039;Your breath fails you!  You feel weaker and weaker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Ice adders fall between [[Blight Ogre]]s and [[Icy Blue Ghast]]s in difficulty.&lt;br /&gt;
*Their fangs can be used for [[fletching]] arrowheads.&lt;br /&gt;
*Slice resistant due to its skeletal body type.&lt;br /&gt;
*May charge from pole range.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424562</id>
		<title>Sinuous ice adder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424562"/>
		<updated>2015-10-16T21:44:33Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sinuous Ice Adder&lt;br /&gt;
|MinCap=200&lt;br /&gt;
|MaxCap=300&lt;br /&gt;
|BodyType=Skeletal&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|139|Adder&#039;s Nest (139)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a crystalline adder fang&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=140&lt;br /&gt;
|MaxVal=453&lt;br /&gt;
|MaxArrangedVal=557&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
|Skin Type=fang&lt;br /&gt;
|Weight=6&lt;br /&gt;
|Tannable=No&lt;br /&gt;
|NumPieces=&lt;br /&gt;
|Crushable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Thick with frost and ice crystals, glacial winds swirl tightly around the skeletal frame of the ice adder. Its eye sockets blaze with an unearthly blue radiance, casting a pallid light that gleams off its glistening fangs. Wisps of bluish-white mist trail behind it as it moves, drifting delicately from its body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dead: The spectral winds animating the adder have dissipated, leaving behind bones and melting ice.&#039;&#039;&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Adder fangs are used by [[Engineering|engineers]] to make ice-adder arrows, which do cold damage.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
They have an icy breath attack which drains between 10-30% [[vitality]] if successful.  It contests [[Stamina]] and [[Discipline]].  Barrier spells like [[Protection from Evil]] (&#039;&#039;A brilliant white glow flares around you, dissipating most of the icy vapor before it hits.&#039;&#039;) or [[Mantle of Flame]] can protect against the attack.&lt;br /&gt;
&lt;br /&gt;
Attack: &#039;&#039;A sinuous ice adder&#039;s jaws gape wide as it exhales an impossibly large cloud of frozen vapor!  The air temperature plummets noticeably, and your throat and lungs begin to burn from the cold.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defend: &#039;&#039;You manage to inhale a breath!&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Failure: &#039;&#039;Your breath fails you!  You feel weaker and weaker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Ice adders fall between [[Blight Ogre]]s and [[Icy Blue Ghast]]s in difficulty.&lt;br /&gt;
*Their fangs can be used for [[fletching]] arrowheads.&lt;br /&gt;
*Slice resistant due to its skeletal body type.&lt;br /&gt;
*May charge from pole range.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424561</id>
		<title>Sinuous ice adder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424561"/>
		<updated>2015-10-16T21:34:54Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sinuous Ice Adder&lt;br /&gt;
|MinCap=200&lt;br /&gt;
|MaxCap=300&lt;br /&gt;
|BodyType=Skeletal&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|139|Adder&#039;s Nest (139)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a crystalline adder fang&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=140&lt;br /&gt;
|MaxVal=628&lt;br /&gt;
|MaxArrangedVal=773&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
|Skin Type=fang&lt;br /&gt;
|Weight=6&lt;br /&gt;
|Tannable=No&lt;br /&gt;
|NumPieces=&lt;br /&gt;
|Crushable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Thick with frost and ice crystals, glacial winds swirl tightly around the skeletal frame of the ice adder. Its eye sockets blaze with an unearthly blue radiance, casting a pallid light that gleams off its glistening fangs. Wisps of bluish-white mist trail behind it as it moves, drifting delicately from its body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dead: The spectral winds animating the adder have dissipated, leaving behind bones and melting ice.&#039;&#039;&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Adder fangs are used by [[Engineering|engineers]] to make ice-adder arrows, which do cold damage.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
They have an icy breath attack which drains between 10-30% [[vitality]] if successful.  It contests [[Stamina]] and [[Discipline]].  Barrier spells like [[Protection from Evil]] (&#039;&#039;A brilliant white glow flares around you, dissipating most of the icy vapor before it hits.&#039;&#039;) or [[Mantle of Flame]] can protect against the attack.&lt;br /&gt;
&lt;br /&gt;
Attack: &#039;&#039;A sinuous ice adder&#039;s jaws gape wide as it exhales an impossibly large cloud of frozen vapor!  The air temperature plummets noticeably, and your throat and lungs begin to burn from the cold.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defend: &#039;&#039;You manage to inhale a breath!&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Failure: &#039;&#039;Your breath fails you!  You feel weaker and weaker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Ice adders fall between [[Blight Ogre]]s and [[Icy Blue Ghast]]s in difficulty.&lt;br /&gt;
*Their fangs can be used for [[fletching]] arrowheads.&lt;br /&gt;
*Slice resistant due to its skeletal body type.&lt;br /&gt;
*May charge from pole range.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424560</id>
		<title>Sinuous ice adder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinuous_ice_adder&amp;diff=424560"/>
		<updated>2015-10-16T21:32:45Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Sinuous Ice Adder&lt;br /&gt;
|MinCap=200&lt;br /&gt;
|MaxCap=300&lt;br /&gt;
|BodyType=Skeletal&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|139|Adder&#039;s Nest (139)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a crystalline adder fang&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=140&lt;br /&gt;
|MaxArrangedVal=773&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
|Skin Type=fang&lt;br /&gt;
|Weight=6&lt;br /&gt;
|Tannable=No&lt;br /&gt;
|NumPieces=&lt;br /&gt;
|Crushable=Yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Thick with frost and ice crystals, glacial winds swirl tightly around the skeletal frame of the ice adder. Its eye sockets blaze with an unearthly blue radiance, casting a pallid light that gleams off its glistening fangs. Wisps of bluish-white mist trail behind it as it moves, drifting delicately from its body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dead: The spectral winds animating the adder have dissipated, leaving behind bones and melting ice.&#039;&#039;&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
Adder fangs are used by [[Engineering|engineers]] to make ice-adder arrows, which do cold damage.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
They have an icy breath attack which drains between 10-30% [[vitality]] if successful.  It contests [[Stamina]] and [[Discipline]].  Barrier spells like [[Protection from Evil]] (&#039;&#039;A brilliant white glow flares around you, dissipating most of the icy vapor before it hits.&#039;&#039;) or [[Mantle of Flame]] can protect against the attack.&lt;br /&gt;
&lt;br /&gt;
Attack: &#039;&#039;A sinuous ice adder&#039;s jaws gape wide as it exhales an impossibly large cloud of frozen vapor!  The air temperature plummets noticeably, and your throat and lungs begin to burn from the cold.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defend: &#039;&#039;You manage to inhale a breath!&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Failure: &#039;&#039;Your breath fails you!  You feel weaker and weaker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Ice adders fall between [[Blight Ogre]]s and [[Icy Blue Ghast]]s in difficulty.&lt;br /&gt;
*Their fangs can be used for [[fletching]] arrowheads.&lt;br /&gt;
*Slice resistant due to its skeletal body type.&lt;br /&gt;
*May charge from pole range.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Black_leather_half_mask_edged_in_fur_with_intricately_shaped_ears_and_a_lupine_snout&amp;diff=420816</id>
		<title>Item:Black leather half mask edged in fur with intricately shaped ears and a lupine snout</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Black_leather_half_mask_edged_in_fur_with_intricately_shaped_ears_and_a_lupine_snout&amp;diff=420816"/>
		<updated>2015-08-19T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=2&lt;br /&gt;
|noun=mask&lt;br /&gt;
|look=Painstakingly attached silvery-tipped black fur highlights the realistically detailed mask.  Matching silk ribbons allow it to be worn comfortably.&lt;br /&gt;
|MTag=leather,fur,silk&lt;br /&gt;
|CTag=black,silver&lt;br /&gt;
|STag=wolf&lt;br /&gt;
|type=clothing&lt;br /&gt;
|wearloc=head&lt;br /&gt;
|weight=3&lt;br /&gt;
|appcost=12500&lt;br /&gt;
|lsize=2&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=414637</id>
		<title>Sinister Maelshyvean hierophant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=414637"/>
		<updated>2015-06-25T22:45:49Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Maelshyvean Hierophant&lt;br /&gt;
|MinCap=600&lt;br /&gt;
|MaxCap=750&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31d|Maelshyve&#039;s Fortress (31d)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity.  The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!&lt;br /&gt;
&lt;br /&gt;
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[casts spell::Venom (spell)|Venom]]&lt;br /&gt;
*[[casts spell::Strange Arrow]]&lt;br /&gt;
*[[casts spell::Huldah&#039;s Pall]]&lt;br /&gt;
*[[casts spell::Shadow Web]]&lt;br /&gt;
&lt;br /&gt;
===Items Carried===&lt;br /&gt;
*some {{cloot|i|tattered black robes}}&lt;br /&gt;
*a {{cloot|w|bloodwood staff capped with an upturned claw of obsidian}}&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cap Summary===&lt;br /&gt;
&lt;br /&gt;
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:&lt;br /&gt;
&lt;br /&gt;
Evasion basically stops at 700-720&lt;br /&gt;
&lt;br /&gt;
Shield/armor still locks easily with 700+&lt;br /&gt;
&lt;br /&gt;
Stealth exp slows at 700, but can still be locked with 750+ stealth skill. &lt;br /&gt;
&lt;br /&gt;
Weapons slow at around 625, but can still learn and lock with quick enough attacking. &lt;br /&gt;
&lt;br /&gt;
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your &#039;spell integrity&#039; high due to their natural immunity to spells (evil).&lt;br /&gt;
&lt;br /&gt;
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=414623</id>
		<title>Sinister Maelshyvean hierophant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=414623"/>
		<updated>2015-06-25T21:05:07Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Maelshyvean Hierophant&lt;br /&gt;
|MinCap=500&lt;br /&gt;
|MaxCap=750&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31d|Maelshyve&#039;s Fortress (31d)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity.  The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!&lt;br /&gt;
&lt;br /&gt;
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[casts spell::Venom (spell)|Venom]]&lt;br /&gt;
*[[casts spell::Strange Arrow]]&lt;br /&gt;
*[[casts spell::Huldah&#039;s Pall]]&lt;br /&gt;
*[[casts spell::Shadow Web]]&lt;br /&gt;
&lt;br /&gt;
===Items Carried===&lt;br /&gt;
*some {{cloot|i|tattered black robes}}&lt;br /&gt;
*a {{cloot|w|bloodwood staff capped with an upturned claw of obsidian}}&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cap Summary===&lt;br /&gt;
&lt;br /&gt;
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:&lt;br /&gt;
&lt;br /&gt;
Evasion basically stops at 700-720&lt;br /&gt;
&lt;br /&gt;
Shield/armor still locks easily with 700+&lt;br /&gt;
&lt;br /&gt;
Stealth exp slows at 700, but can still be locked with 750+ stealth skill. &lt;br /&gt;
&lt;br /&gt;
Weapons slow at around 625, but can still learn and lock with quick enough attacking. &lt;br /&gt;
&lt;br /&gt;
You can hit them with 350-400 in TM and Dabil magic, but you have to raise your &#039;spell integrity&#039; high due to their natural immunity to spells (evil).&lt;br /&gt;
&lt;br /&gt;
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=413326</id>
		<title>Shaping discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=413326"/>
		<updated>2015-06-17T05:42:23Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Shaping is a discipline of the [[Engineering skill]].  Shaping was released 6/13/2015&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shaping discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
&lt;br /&gt;
The only available places to purchase tools &amp;amp; materials and to complete workorders currently are the [[Crossing Engineering Society]] and the [[Riverhaven Engineering Society]].  &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
The {{com|analyze}} command generally can be used to determine the qualities of crafted items, as well as the next step they require. For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the Trader Scale.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Shaping techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Materials/Preparation==&lt;br /&gt;
:&#039;&#039;For a detailed list of materials and stats, see the crafting materials page for [[Crafting Materials#Common_Wood|wood]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wood===&lt;br /&gt;
Wood materials of low quality and decent enough price can be conveniently obtained from an engineering society shop, or materials of a wider variety and higher quality can be obtained through the laborious process of [[lumberjacking]].&lt;br /&gt;
&lt;br /&gt;
*The hardness of the wood affects the finished item&#039;s durability.&lt;br /&gt;
*The stiffness will affect... &lt;br /&gt;
*The physical resistance will affect...&lt;br /&gt;
*The shortbow/longbow/composite bow affinities determine the best type of bow to make with it. It also contributes to increased balance and attack power. The higher the affinity, the higher balance and attack power is possible.&lt;br /&gt;
*Each wood-type has a density that affects how much items crafted from it weigh.&lt;br /&gt;
*Each wood-type has a value modifier that determines how much things created from it cost. &lt;br /&gt;
*A wood&#039;s workability affects how much additional skill is necessary to craft items from it. &lt;br /&gt;
&lt;br /&gt;
Wood purchased from a society building will be ready to use, but wood claimed from the wilds must be processed, first CUT &#039;&#039;wood&#039;&#039; with a woodcutter&#039;s saw and then CUT/SCRAPE &#039;&#039;wood&#039;&#039; with a drawknife.  This will turn your stick/limb/etc into LUMBER, which can then be combined with other lumber of the same wood-type.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Woodcutter&#039;s saw]]&lt;br /&gt;
* [[Drawknife]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
* [[Wood finishing kit]]&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Adze]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Clamps]]&lt;br /&gt;
* [[Wood shaper]]&lt;br /&gt;
* [[Glue]]&lt;br /&gt;
* [[Bow string]]&lt;br /&gt;
* [[Stain]]&lt;br /&gt;
&lt;br /&gt;
==Shaping==&lt;br /&gt;
The first step is to turn your shaping book to the desired chapter and page, then {{com|study}} it. After that, {{com|scrape}} &#039;&#039;&amp;lt;lumber&amp;gt;&#039;&#039; {{tt|with drawknife}} and then switch to a carving knife and {{com|carve}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with knife}} until the item is complete or a problem is reached.&lt;br /&gt;
* &#039;&#039;Shaping with a wood shaper is needed to smooth the upper and lower limbs.&#039;&#039;: hold a wood shaper and {{com|shape}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with shaper}}.&lt;br /&gt;
* &#039;&#039;A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&#039;&#039;: hold a rasp and {{com|rub}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with rasp}}.&lt;br /&gt;
* &#039;&#039;The bow now must be pushed with clamps or a vice to hold it in place.&#039;&#039;: {{com|push}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with clamp}}/{{tt|vise}}.&lt;br /&gt;
* &#039;&#039;Some wood stain should be applied to the wood to finish it.&#039;&#039;: {{com|apply}} stain to &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, attach your bow string using {{com|assemble}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with string}}.&lt;br /&gt;
&lt;br /&gt;
==Item List==&lt;br /&gt;
:&#039;&#039;See [[Shaping products]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dual Load RT===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I seem to be getting randomly 6 second vs. 8 second RTs on dual loading a bamboo reflex bow.  Ranger, 100 agility, HOL up.  Tested and did not see this issue with a Renshear reflex bow.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:28, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
This is working as intended according to Kodius.&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 01:36, 21 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Tech Chart missing from Crossing Society===&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:29, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Wood Belt Buckle requires bone instead of wood===&lt;br /&gt;
Master book, chapter 6, page 17: Wood Belt Buckle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Ingredients required 1 bleached bone stack (2 pieces)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ingredients now showing as 2 pieces of refined lumber on DR TEST&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 17 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaping a footman&#039;s bow glue thinks it is wood stain===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
The bow is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaped arrowheads===&lt;br /&gt;
&amp;gt; count arrow&lt;br /&gt;
&lt;br /&gt;
There are enough left to create one more batches of arrows.&lt;br /&gt;
&lt;br /&gt;
Should that be one more batch of arrows?&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Arrowheads===&lt;br /&gt;
&amp;gt; anal arrow&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the boar-tusk arrowheads and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of boar-tusk arrowheads that are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The arrowheads are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Double &amp;quot;masterfully-crafted&amp;quot; in the analyze.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Typo in shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape lumber into shaft&lt;br /&gt;
&lt;br /&gt;
You break the lumber into arrow-length sections, then run the shaper along the surface to remove bark and smooth out knots.  All around each length you work, straigthening and smoothing each shaft. additional shaping will be necessary during the arrow crafting process.  But for now you are left with a bundle of arrow shafts.&lt;br /&gt;
&lt;br /&gt;
additional shaping should be Additional shaping&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:37, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; analyze shaft&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the arrow shafts and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of arrow shafts that are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The shafts are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duplicate quality statement here too&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:38, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Carving arrows with a knife doesnt tell the next step===&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
Using slow strokes you scrape away some rough edges on the arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
All other crafting steps seem to tell you what the next step should be but carving arrows does not.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Glue on flights messages as glue on arrowheads===&lt;br /&gt;
&amp;gt; apply glue to arrow&lt;br /&gt;
&lt;br /&gt;
You apply some glue to your arrows and affixes each arrowhead in place.&lt;br /&gt;
&lt;br /&gt;
Now the flights are ready to be trimmed with a carving knife.&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Final carve on arrows to trim flights===&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
You whittle away the rough edges on your arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 13 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on some boar-tusk arrows.&lt;br /&gt;
&lt;br /&gt;
Seems to message as if you are carving the arrow shaft (Whittling = wood?) and not trimming the flights?&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Item Shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with draw&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with drawknife&lt;br /&gt;
&lt;br /&gt;
What did you want to scrape?&lt;br /&gt;
&lt;br /&gt;
You glance down to see a metal drawknife in your right hand and an unfinished maple belt buckle in your left hand.&lt;br /&gt;
&lt;br /&gt;
First scrape on raw lumber didnt produce any messages but did seem to begin the crafting process on the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  The work proceeds as planned without any mistakes whatsoever.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Back and forth you carve along an unfinished maple belt buckle with your knife.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carving does seem to progress the item through the stages, but doesnt produce any RT?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
That tool does not seem suitable for that task.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; anal buck&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the belt buckle and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
When crafting is complete this will be a type of finished wood accessory.&lt;br /&gt;
&lt;br /&gt;
With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
&lt;br /&gt;
From the progress so far, it looks like the buckle is of superior quality.&lt;br /&gt;
&lt;br /&gt;
The buckle is a somewhat challenging piece to make.&lt;br /&gt;
&lt;br /&gt;
You estimate that it is very nearly done.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also doesnt mention when carving is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to buck&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on a maple belt buckle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applying stain to the finished item doesnt produce any messages but does correctly message that the item is finished.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:11, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Unfinished Arrows===&lt;br /&gt;
You glance down to see some unfinished arrow boar-tusk arrows in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 11:28, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
&amp;gt; ask talia about advanced fletching&lt;br /&gt;
&lt;br /&gt;
Talia shakes her head and says, &amp;quot;I don&#039;t understand you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic fletching&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Training with Advanced Fletching imparts knowledge of more advanced arrow designs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about simple form shaping&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Most humanoid forms will be shapable after taining with Simple Form Shaping&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic wood adornments&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Through training with Exotic Wood Shaping a number of highly specialized pieces may be fashioned with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 05:28, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Bow Lamination===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to my bow&lt;br /&gt;
&lt;br /&gt;
The bow looks almost ready to be assembled with backer material next.&lt;br /&gt;
&lt;br /&gt;
You brush some glue on your bow and prepare it for assembly.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesnt give the standard assembly message that you get when you need to assemble something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
The bow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
With short strokes you shape a maple footman&#039;s bow with your shaper.  Your experience shows in the smooth, expertly-shaped surface of the bow stave.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
Quickly you rub your shaper across the limbs of a maple footman&#039;s bow.  Each limb takes on a graceful curve providing exceptional balance and power.&lt;br /&gt;
&lt;br /&gt;
Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
Roundtime: 14 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prompted me for leather strips but I was able to carry on shaping? Is this an issue or is the &amp;quot;leather strips&amp;quot; bit optional?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to my bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Close inspection of the completed lamination process shows it was ineffective, and caused significant damage to the bow&#039;s wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Didnt get any issues in the lamination process (Unless the leather strips part above is the issue) but failed and badly damaged the bow?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape short with shaper&lt;br /&gt;
&lt;br /&gt;
The shortbow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
You flip a maple competition shortbow over and begin to shape it with your shaper.  The vigorous rubbing shapes the bow&#039;s limbs and produces absolutely no mistakes.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; buy strips&lt;br /&gt;
&lt;br /&gt;
You decide to purchase the strips, and pay the sales clerk 625 Kronars.&lt;br /&gt;
&lt;br /&gt;
The sales clerk hands you your leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; assemble short with my strip&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
The leather strips is not required to continue crafting the competition shortbow, so you stop assembling them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tried again with strips purchased from the forging society, and it didnt work. Are the strips necessary or a bugged message? If they are necessary are they applied via &amp;quot;assemble&amp;quot; or using some other mechanism? Also if they are required should the engineering society extras crate stock them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 06:04, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Foraging Tasks ==&lt;br /&gt;
&lt;br /&gt;
Mags no longer recognizes sticks and limbs that are foraged for Foraging tasks, presumably because of the material adjectives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=413324</id>
		<title>Shaping discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=413324"/>
		<updated>2015-06-17T05:40:01Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Shaping is a discipline of the [[Engineering skill]].  Shaping was released 6/13/2015&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shaping discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
&lt;br /&gt;
The only available places to purchase tools &amp;amp; materials and to complete workorders currently are the [[Crossing Engineering Society]] and the [[Riverhaven Engineering Society]].  &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
The {{com|analyze}} command generally can be used to determine the qualities of crafted items, as well as the next step they require. For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the Trader Scale.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Shaping techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Materials/Preparation==&lt;br /&gt;
:&#039;&#039;For a detailed list of materials and stats, see the crafting materials page for [[Crafting Materials#Common_Wood|wood]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wood===&lt;br /&gt;
Wood materials of low quality and decent enough price can be conveniently obtained from an engineering society shop, or materials of a wider variety and higher quality can be obtained through the laborious process of [[lumberjacking]].&lt;br /&gt;
&lt;br /&gt;
*The hardness of the wood affects the finished item&#039;s durability.&lt;br /&gt;
*The stiffness will affect... &lt;br /&gt;
*The physical resistance will affect...&lt;br /&gt;
*The shortbow/longbow/composite bow affinities determine the best type of bow to make with it. It also contributes to increased balance and attack power.&lt;br /&gt;
*Each wood-type has a density that affects how much items crafted from it weigh.&lt;br /&gt;
*Each wood-type has a value modifier that determines how much things created from it cost. &lt;br /&gt;
*A wood&#039;s workability affects how much additional skill is necessary to craft items from it. &lt;br /&gt;
&lt;br /&gt;
Wood purchased from a society building will be ready to use, but wood claimed from the wilds must be processed, first CUT &#039;&#039;wood&#039;&#039; with a woodcutter&#039;s saw and then CUT/SCRAPE &#039;&#039;wood&#039;&#039; with a drawknife.  This will turn your stick/limb/etc into LUMBER, which can then be combined with other lumber of the same wood-type.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Woodcutter&#039;s saw]]&lt;br /&gt;
* [[Drawknife]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
* [[Wood finishing kit]]&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Adze]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Clamps]]&lt;br /&gt;
* [[Wood shaper]]&lt;br /&gt;
* [[Glue]]&lt;br /&gt;
* [[Bow string]]&lt;br /&gt;
* [[Stain]]&lt;br /&gt;
&lt;br /&gt;
==Shaping==&lt;br /&gt;
The first step is to turn your shaping book to the desired chapter and page, then {{com|study}} it. After that, {{com|scrape}} &#039;&#039;&amp;lt;lumber&amp;gt;&#039;&#039; {{tt|with drawknife}} and then switch to a carving knife and {{com|carve}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with knife}} until the item is complete or a problem is reached.&lt;br /&gt;
* &#039;&#039;Shaping with a wood shaper is needed to smooth the upper and lower limbs.&#039;&#039;: hold a wood shaper and {{com|shape}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with shaper}}.&lt;br /&gt;
* &#039;&#039;A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&#039;&#039;: hold a rasp and {{com|rub}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with rasp}}.&lt;br /&gt;
* &#039;&#039;The bow now must be pushed with clamps or a vice to hold it in place.&#039;&#039;: {{com|push}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with clamp}}/{{tt|vise}}.&lt;br /&gt;
* &#039;&#039;Some wood stain should be applied to the wood to finish it.&#039;&#039;: {{com|apply}} stain to &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, attach your bow string using {{com|assemble}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with string}}.&lt;br /&gt;
&lt;br /&gt;
==Item List==&lt;br /&gt;
:&#039;&#039;See [[Shaping products]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dual Load RT===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I seem to be getting randomly 6 second vs. 8 second RTs on dual loading a bamboo reflex bow.  Ranger, 100 agility, HOL up.  Tested and did not see this issue with a Renshear reflex bow.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:28, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
This is working as intended according to Kodius.&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 01:36, 21 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Tech Chart missing from Crossing Society===&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:29, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Wood Belt Buckle requires bone instead of wood===&lt;br /&gt;
Master book, chapter 6, page 17: Wood Belt Buckle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Ingredients required 1 bleached bone stack (2 pieces)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ingredients now showing as 2 pieces of refined lumber on DR TEST&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 17 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaping a footman&#039;s bow glue thinks it is wood stain===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
The bow is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaped arrowheads===&lt;br /&gt;
&amp;gt; count arrow&lt;br /&gt;
&lt;br /&gt;
There are enough left to create one more batches of arrows.&lt;br /&gt;
&lt;br /&gt;
Should that be one more batch of arrows?&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Arrowheads===&lt;br /&gt;
&amp;gt; anal arrow&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the boar-tusk arrowheads and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of boar-tusk arrowheads that are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The arrowheads are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Double &amp;quot;masterfully-crafted&amp;quot; in the analyze.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Typo in shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape lumber into shaft&lt;br /&gt;
&lt;br /&gt;
You break the lumber into arrow-length sections, then run the shaper along the surface to remove bark and smooth out knots.  All around each length you work, straigthening and smoothing each shaft. additional shaping will be necessary during the arrow crafting process.  But for now you are left with a bundle of arrow shafts.&lt;br /&gt;
&lt;br /&gt;
additional shaping should be Additional shaping&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:37, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; analyze shaft&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the arrow shafts and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of arrow shafts that are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The shafts are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duplicate quality statement here too&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:38, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Carving arrows with a knife doesnt tell the next step===&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
Using slow strokes you scrape away some rough edges on the arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
All other crafting steps seem to tell you what the next step should be but carving arrows does not.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Glue on flights messages as glue on arrowheads===&lt;br /&gt;
&amp;gt; apply glue to arrow&lt;br /&gt;
&lt;br /&gt;
You apply some glue to your arrows and affixes each arrowhead in place.&lt;br /&gt;
&lt;br /&gt;
Now the flights are ready to be trimmed with a carving knife.&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Final carve on arrows to trim flights===&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
You whittle away the rough edges on your arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 13 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on some boar-tusk arrows.&lt;br /&gt;
&lt;br /&gt;
Seems to message as if you are carving the arrow shaft (Whittling = wood?) and not trimming the flights?&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Item Shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with draw&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with drawknife&lt;br /&gt;
&lt;br /&gt;
What did you want to scrape?&lt;br /&gt;
&lt;br /&gt;
You glance down to see a metal drawknife in your right hand and an unfinished maple belt buckle in your left hand.&lt;br /&gt;
&lt;br /&gt;
First scrape on raw lumber didnt produce any messages but did seem to begin the crafting process on the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  The work proceeds as planned without any mistakes whatsoever.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Back and forth you carve along an unfinished maple belt buckle with your knife.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carving does seem to progress the item through the stages, but doesnt produce any RT?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
That tool does not seem suitable for that task.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; anal buck&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the belt buckle and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
When crafting is complete this will be a type of finished wood accessory.&lt;br /&gt;
&lt;br /&gt;
With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
&lt;br /&gt;
From the progress so far, it looks like the buckle is of superior quality.&lt;br /&gt;
&lt;br /&gt;
The buckle is a somewhat challenging piece to make.&lt;br /&gt;
&lt;br /&gt;
You estimate that it is very nearly done.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also doesnt mention when carving is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to buck&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on a maple belt buckle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applying stain to the finished item doesnt produce any messages but does correctly message that the item is finished.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:11, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Unfinished Arrows===&lt;br /&gt;
You glance down to see some unfinished arrow boar-tusk arrows in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 11:28, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
&amp;gt; ask talia about advanced fletching&lt;br /&gt;
&lt;br /&gt;
Talia shakes her head and says, &amp;quot;I don&#039;t understand you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic fletching&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Training with Advanced Fletching imparts knowledge of more advanced arrow designs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about simple form shaping&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Most humanoid forms will be shapable after taining with Simple Form Shaping&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic wood adornments&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Through training with Exotic Wood Shaping a number of highly specialized pieces may be fashioned with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 05:28, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Bow Lamination===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to my bow&lt;br /&gt;
&lt;br /&gt;
The bow looks almost ready to be assembled with backer material next.&lt;br /&gt;
&lt;br /&gt;
You brush some glue on your bow and prepare it for assembly.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesnt give the standard assembly message that you get when you need to assemble something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
The bow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
With short strokes you shape a maple footman&#039;s bow with your shaper.  Your experience shows in the smooth, expertly-shaped surface of the bow stave.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
Quickly you rub your shaper across the limbs of a maple footman&#039;s bow.  Each limb takes on a graceful curve providing exceptional balance and power.&lt;br /&gt;
&lt;br /&gt;
Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
Roundtime: 14 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prompted me for leather strips but I was able to carry on shaping? Is this an issue or is the &amp;quot;leather strips&amp;quot; bit optional?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to my bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Close inspection of the completed lamination process shows it was ineffective, and caused significant damage to the bow&#039;s wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Didnt get any issues in the lamination process (Unless the leather strips part above is the issue) but failed and badly damaged the bow?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape short with shaper&lt;br /&gt;
&lt;br /&gt;
The shortbow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
You flip a maple competition shortbow over and begin to shape it with your shaper.  The vigorous rubbing shapes the bow&#039;s limbs and produces absolutely no mistakes.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; buy strips&lt;br /&gt;
&lt;br /&gt;
You decide to purchase the strips, and pay the sales clerk 625 Kronars.&lt;br /&gt;
&lt;br /&gt;
The sales clerk hands you your leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; assemble short with my strip&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
The leather strips is not required to continue crafting the competition shortbow, so you stop assembling them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tried again with strips purchased from the forging society, and it didnt work. Are the strips necessary or a bugged message? If they are necessary are they applied via &amp;quot;assemble&amp;quot; or using some other mechanism? Also if they are required should the engineering society extras crate stock them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 06:04, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Foraging Tasks ==&lt;br /&gt;
&lt;br /&gt;
Mags no longer recognizes sticks and limbs that are foraged for Foraging tasks, presumably because of the material adjectives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Durian&amp;diff=412902</id>
		<title>Durian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Durian&amp;diff=412902"/>
		<updated>2015-06-14T06:40:26Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CraftProp|t=w|50|55|85|10|80|80|10|20||| Tropical |r=r}}&lt;br /&gt;
{{Cat|Flora,Woods}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Durian&amp;diff=412901</id>
		<title>Durian</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Durian&amp;diff=412901"/>
		<updated>2015-06-14T06:38:01Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: Created page with &amp;quot;{{CraftProp|t=w|85|10|80|80|10|20|50|55||| Tropical |r=r}} {{Cat|Flora,Woods}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CraftProp|t=w|85|10|80|80|10|20|50|55||| Tropical |r=r}}&lt;br /&gt;
{{Cat|Flora,Woods}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=412900</id>
		<title>Lumberjacking</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=412900"/>
		<updated>2015-06-14T06:35:29Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Tropical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}  {{Incomplete}}&lt;br /&gt;
The &#039;&#039;&#039;logging&#039;&#039;&#039; or lumberjack system is used to produce wood for [[engineering]] and other crafts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently this system is only LIVE in [[Test Instance|DR TEST]] and [[DragonRealms_Platinum|Platinum]] and is live in [[DragonRealms Prime|DR Prime]] as of 6/13/15.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grove !! Location !! Tree Types&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap11|NTR Wilderness]]||[[Zoluren]]||coniferous &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Dragoon Camp]]||[[Zoluren]] 2 tropical rooms west side of brook|| tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Cougar Hunting Area]]||[[Zoluren]] directly west of the tropical forest at Dragoon Camp|| deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap61c|Leth Deriel]]||[[Grove of the White Laurel]] - estate holder toad hunting area||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Seordav Telga]]||[[Ker&#039;Leor]] - Gypsy Marauder hunting area over the felled tree||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Gallows Woods]]||[[Ker&#039;Leor]] - estate holder Foest Geni hunting area||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap41|North Road, Beech Grove]]||road between [[El Bain&#039;s Stop]] &amp;amp; [[Langenfirth]], aka [[Danduwen Forest]]||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34c|Mistwood Forest]]||[[Mistwood Forest]] - North Road to the rope bridge||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest Deer Trail]]||[[Mistwood Forest]] - warcat &amp;amp; bandit hunting area||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest]]||[[Mistwood Forest]] - north of the river by Rossman&#039;s||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap33|Mistwood Forest Road]]||[[Mistwood Forest]] - Haven west gate to Nightreaver Unyns||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap31f|Haven Castle]]||[[Riverhaven]] - path out the north gate||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap65|Obsidian Pass]]||[[Obsidian Pass]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap62|The Gash]]||[[The Gash]] - snowbeasts north of the gondola||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap70|Undergondola]]||[[Dark Woodlands]] - red leucro hunting &amp;amp; [[Bulen Ond Alcas]]||coniferous, tropical, deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Spine]]||[[Dragon&#039;s Spine]] - estate holder Frostweaver hunting area||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Breath Forest]]||[[A Dark Path]] - Near Jademist River, north of Shard||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|Wyvern Forest||[[Wyvern Forest]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68|Whistling Woods]]||[[Whistling Woods]] - rock trolls south of Shard||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap69|Whistling Woods]]||[[Whistling Woods]] - adan&#039;f hunting area||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap66|Wylder Spring]]||[[Wylder Spring]] - past the east gate gap||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Southern Trade Route]]||[[Edge of the Wood]] &amp;amp; [[Dragon&#039;s Breath Forest]] - along the road from the gondola to Shard||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap70|Western Road]]||[[Wyvern Wood]] - out the Shard west gate towards Horse Clan||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68a|Darkling Wood]]||[[Darkling Wood]] - eidolon steed hunting||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap150|Fang&#039;s Shadow]]||[[Fang&#039;s Shadow]] - area between serpents and gremlins|| tropical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also: See [[:Category:Groves]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Forest Groupings==&lt;br /&gt;
There will be 4 types of forest found, with the following wood types included in each.  As per GM [[Kodius]], the materials that can be found are entirely dependent on the climate of the area.  So while a wood may be included in a grouping, province &amp;amp; location influence actual availability.&lt;br /&gt;
&lt;br /&gt;
* Boreal forests tend to be found in the coldest of climates where snowfall can be substantial.  Only the heartiest of trees can survive there.  Larch and Tamarak are two species of tree found there.&lt;br /&gt;
* Coniferous forests tend to exist nearer areas with warm summer and cold winters.  This includes drier inland areas and coastal areas seeing heavy rainfall.  Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.&lt;br /&gt;
* Deciduous forests are often centrally located, between the frigid boreal forests and the sweltering tropics.  These forests are distinct due to the trees&#039; leaves exhibiting a renewal cycle in time with the four seasons.&lt;br /&gt;
* Finally there are tropical forests that reside in areas of high heat and rainfall.  Some of these trees even live partially or completely submerged in water.  Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; |&lt;br /&gt;
===Boreal===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Alder tree]]&lt;br /&gt;
* [[Apple tree]]&lt;br /&gt;
* [[Ash tree]]&lt;br /&gt;
* [[Aspen tree]]&lt;br /&gt;
* [[Fir tree]]&lt;br /&gt;
* [[Larch tree]]&lt;br /&gt;
* [[Oak tree]]&lt;br /&gt;
* [[Pine tree]]&lt;br /&gt;
* [[Spruce tree]]&lt;br /&gt;
* [[Tamarak tree]]&lt;br /&gt;
* [[Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Deciduous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Apple tree]]&lt;br /&gt;
* [[Ash tree]]&lt;br /&gt;
* [[Aspen tree]]&lt;br /&gt;
* [[Birch tree]]&lt;br /&gt;
* [[Cherry tree]]&lt;br /&gt;
* [[Elm tree]]&lt;br /&gt;
* [[Hickory tree]]&lt;br /&gt;
* [[Maple tree]]&lt;br /&gt;
* [[Oak tree]]&lt;br /&gt;
* [[Osage tree]]&lt;br /&gt;
* [[Walnut tree]]&lt;br /&gt;
* [[Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Coniferous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Cedar tree]]&lt;br /&gt;
* [[Cypress tree]]&lt;br /&gt;
* [[Ebony tree]]&lt;br /&gt;
* [[Fir tree]]&lt;br /&gt;
* [[Hemlock tree]]&lt;br /&gt;
* [[Maple tree]]&lt;br /&gt;
* [[Pine tree]]&lt;br /&gt;
* [[Spruce tree]]&lt;br /&gt;
* [[Yew tree]]&lt;br /&gt;
* [[Redwood tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Tropical===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Balsa]]&lt;br /&gt;
* [[Bamboo]]&lt;br /&gt;
* [[Bocote]]&lt;br /&gt;
* [[Cedar]]&lt;br /&gt;
* [[Kapok]]&lt;br /&gt;
* [[Mahogany]]&lt;br /&gt;
* [[Mangrove]]&lt;br /&gt;
* [[Moabi]]&lt;br /&gt;
* [[Rosewood]]&lt;br /&gt;
* [[Teak]]&lt;br /&gt;
* [[Durian]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
*note: this table information may be merged with different pages at the moderators&#039; discretion.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[Axe]]s: Any weapon with the noun &amp;quot;axe&amp;quot; should be usable to fell trees. The higher the slice of the axe, the greater chance of an RT reduction.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Survey the Grove===&lt;br /&gt;
The first step to logging is to find an appropriate area and {{tt|WATCH FOREST}} to determine what trees can be found there.&lt;br /&gt;
&lt;br /&gt;
{{com|Watch}}ing will also allow seeing how much material is left to be logged in a given room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST DANGER}} will allow an attempt to make a dangerous situation safer in any single room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST CAREFULLY}} will allow an attempt to locate more material.&lt;br /&gt;
&lt;br /&gt;
The materials that can be found are entirely dependent on the climate of the area. Currently there are no rare tree types.&lt;br /&gt;
&lt;br /&gt;
===Logging===&lt;br /&gt;
Once you have located suitable area, hold your axe in either hand (other hand must be empty), simply proceed to {{com|CHOP TREE}}.&lt;br /&gt;
&lt;br /&gt;
Trees take a number of chops to fall, after which they can produce several pieces of wood on subsequent chops.  You can receive various sizes of wood pieces which include:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; stick - &#039;&#039;1 piece&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; branch - &#039;&#039;2 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; limb - &#039;&#039;3 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;4 pieces&#039;&#039;&lt;br /&gt;
* thick &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;5 pieces&#039;&#039;&lt;br /&gt;
::Syntax: {{com|count}} &amp;lt;tt&amp;gt;&#039;&#039;&#039;WOOD&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Material Storage===&lt;br /&gt;
Once a material is found that is worth keeping, either pick it up by hand, or {{com|push}} it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the logging location, deed packets purchasable from either crafting society allows deeding of materials by {{com|push}}ing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.&lt;br /&gt;
&lt;br /&gt;
Attendants charge 10% of the material&#039;s appraised value, while deeds from a packet cost a flat 1 silver lirum per deed.  For more valuable materials, it&#039;s cheaper to use a packet even if attendants are available.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.&lt;br /&gt;
&lt;br /&gt;
The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all chop-able materials in the area.&lt;br /&gt;
&lt;br /&gt;
===Explosion===&lt;br /&gt;
* Room Message: You notice an unusual smell drifting through the area.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: Chopping towards the tree, your hurling axe accidentally collides with nearby stone, setting off a blast that launches debris flying in all directions.  The shatterd tree clips your head as it falls, sending the whole world black!&lt;br /&gt;
: The world slowly comes into focus again, followed swiftly by a throbbing headache.&lt;br /&gt;
:: End up prone with an internal head bleeder/external head cuts &amp;amp; bruises&lt;br /&gt;
&lt;br /&gt;
--- Also ---&lt;br /&gt;
&lt;br /&gt;
* Room Message: Unknown&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: &amp;gt;chop tree&lt;br /&gt;
You swing your {axe} towards the tree and and are rewarded with a detonation of sharp wood fragments!  Jagged wood lodges into you, leaving bloody gashes and quickly deepening bruises, while the force of the impact knocks you clear off your feet.  It would appear you missed some caustic fungus growing around the trunk.&lt;br /&gt;
Roundtime: 16 sec.&lt;br /&gt;
: Short stun, External and internal bleeders&lt;br /&gt;
&lt;br /&gt;
===Collapse===&lt;br /&gt;
* Room Message: A loud cracking sound resonates from somewhere closeby.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because the trees look unsound and in danger of collapse.&lt;br /&gt;
* Fail message: The trunk suddenly snaps and begins to topple towards you.  Your footing gives way as you stumble backwards and right into its path.  The loud thud of the tree bouncing against your the ground seems other-wordly loud.  The peaceful sound of the forest that replaces it would be comforting, if only you were able to move!  Although unharmed, the rolling trunk has you pinned solidly in place.&lt;br /&gt;
: The thick tree trunk shifts, further constraining your movement.&lt;br /&gt;
: The weight of the trunk pressing in seems to squeeze the air out of your lungs.&lt;br /&gt;
: The remaining air seems stale and your labored breathing rasps loudly in your own ears.&lt;br /&gt;
: You can feel your vision narrowing.&lt;br /&gt;
: Breathing becomes continually more challenging.  If someone doesn&#039;t help you soon, you may be in serious trouble.&lt;br /&gt;
:: And then death...&lt;br /&gt;
* note: you are able to talk when pinned, but not yell or do any actions.&lt;br /&gt;
&lt;br /&gt;
===Dangerous Flora &amp;amp; Fauna===&lt;br /&gt;
* Room Message: A monotonous buzzing sound fills the air.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&lt;br /&gt;
* Fail message: Your &#039;&#039;&amp;lt;axe&amp;gt;&#039;&#039; crashes into the wood and punches through with surprisingly little resistance.  A blanket of warmness creeps up your legs and interrupts your inspection of the hollow trunk.  You suddenly have trouble standing up, and notice flames teasing your kneecaps.  A blanket of fire ants marches steadily higher, consuming more of your body with each  step.  Frantically you paw at them with now-melting hands.  Like an inch-worm, you wiggle your torso away from the log.  Exhausted, your prop your back up against a log and find yourself unable to breath.  The whole interior of your chest sizzles and pops as though atop a bonfire.  A pinprick of light is all that remains of the world before it too extinguishes entirely.&lt;br /&gt;
: And death...&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===watch forest danger used in a room where it was already used===&lt;br /&gt;
&lt;br /&gt;
If you successfully remove a danger via WATCH FOREST DANGER, if another danger appears in the same room it can&#039;t be removed. &lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===watch forest danger not working===&lt;br /&gt;
You look at the forest around you.&amp;lt;br/&amp;gt;&lt;br /&gt;
You see evidence of mature trees and are certain a decent number remains to be found.&amp;lt;br/&amp;gt;&lt;br /&gt;
Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&amp;lt;br/&amp;gt;&lt;br /&gt;
This area contains a deciduous forest.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that oak trees can be harvested here.&amp;lt;br/&amp;gt;&lt;br /&gt;
Loggers stand ready to trade wood in for deeds.  Just PUSH any lumberjacked wood, and they&#039;ll take care of the rest.&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 9 sec.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;watch forest danger&amp;lt;br/&amp;gt;&lt;br /&gt;
You watch the surrounding trees for signs of danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
You scan the area for danger and find nothing of concern lurking within the nearby forest.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Deeds of Lumber Not Showing Volume===&lt;br /&gt;
Shows all the unique lumber stats but not how much lumber there actually is. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 18:45, 6 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Use drawknife typo===&lt;br /&gt;
&lt;br /&gt;
The log is ready to be carved with a drawknife to scrape off the bark &#039;&#039;&#039;to/and&#039;&#039;&#039; smooth its surface.  Sawing it further wouldn&#039;t be productive.&lt;br /&gt;
&lt;br /&gt;
Missing a &amp;quot;to&amp;quot; or an &amp;quot;and&amp;quot; or something in this sentence. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 20:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Can&#039;t deed sticks/branches/limbs===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; tap my limb&lt;br /&gt;
&lt;br /&gt;
You tap a bamboo limb that you are holding.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; push my limb with my pack&lt;br /&gt;
&lt;br /&gt;
That does not look like something that can be deeded.&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 21:49, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Cutting wood inside a container.===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; cut limb with saw&lt;br /&gt;
&lt;br /&gt;
You begin sawing the ends of the limb, removing the jagged edges from where it was chopped down.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; tap my limb&lt;br /&gt;
&lt;br /&gt;
You tap a partially-cut bamboo limb inside your zaulguum-skin backpack.&lt;br /&gt;
&lt;br /&gt;
I can cut up a limb while it is in my backpack.  --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 21:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[:Category:Groves]]&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Basilisk_arrow&amp;diff=412898</id>
		<title>Weapon:Basilisk arrow</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Basilisk_arrow&amp;diff=412898"/>
		<updated>2015-06-14T06:06:22Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: Created page with &amp;quot;{{Weapon |newapp2=No |range=ranged |ammo=arrow |puncture=heavy |slice=somewhat moderate |impact=moderate |fire=no |cold=no |electric=no |construction=appreciably susceptible |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|newapp2=No&lt;br /&gt;
|range=ranged&lt;br /&gt;
|ammo=arrow&lt;br /&gt;
|puncture=heavy&lt;br /&gt;
|slice=somewhat moderate&lt;br /&gt;
|impact=moderate&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=1&lt;br /&gt;
|lsize=5&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|appcost=8125&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=412851</id>
		<title>Shaping discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_discipline&amp;diff=412851"/>
		<updated>2015-06-13T20:37:19Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Shaping is a discipline of the [[Engineering skill]].  Shaping was released 6/13/2015&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Shaping discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
&lt;br /&gt;
The only available places to purchase tools &amp;amp; materials and to complete workorders currently are the [[Crossing Engineering Society]] and the [[Riverhaven Engineering Society]].  &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
The {{com|analyze}} command generally can be used to determine the qualities of crafted items, as well as the next step they require. For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the Trader Scale.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Shaping techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Materials/Preparation==&lt;br /&gt;
:&#039;&#039;For a detailed list of materials and stats, see the crafting materials page for [[Crafting Materials#Common_Wood|wood]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Wood===&lt;br /&gt;
Wood materials of low quality and decent enough price can be conveniently obtained from an engineering society shop, or materials of a wider variety and higher quality can be obtained through the laborious process of [[lumberjacking]].&lt;br /&gt;
&lt;br /&gt;
*The hardness of the wood affects... &lt;br /&gt;
*The stiffness will affect... &lt;br /&gt;
*The physical resistance will affect...&lt;br /&gt;
*The shortbow/longbow/composite bow affinities determine...&lt;br /&gt;
*Each wood-type has a density that affects how much items crafted from it weigh.&lt;br /&gt;
*Each wood-type has a value modifier that determines how much things created from it cost. &lt;br /&gt;
*A wood&#039;s workability affects how much additional skill is necessary to craft items from it. &lt;br /&gt;
&lt;br /&gt;
Wood purchased from a society building will be ready to use, but wood claimed from the wilds must be processed, first CUT &#039;&#039;wood&#039;&#039; with a woodcutter&#039;s saw and then CUT/SCRAPE &#039;&#039;wood&#039;&#039; with a drawknife.  This will turn your stick/limb/etc into LUMBER, which can then be combined with other lumber of the same wood-type.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Woodcutter&#039;s saw]]&lt;br /&gt;
* [[Drawknife]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Carving knife]]&lt;br /&gt;
* [[Wood finishing kit]]&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Adze]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Clamps]]&lt;br /&gt;
* [[Wood shaper]]&lt;br /&gt;
* [[Glue]]&lt;br /&gt;
* [[Bow string]]&lt;br /&gt;
* [[Stain]]&lt;br /&gt;
&lt;br /&gt;
==Shaping==&lt;br /&gt;
The first step is to turn your shaping book to the desired chapter and page, then {{com|study}} it. After that, {{com|scrape}} &#039;&#039;&amp;lt;lumber&amp;gt;&#039;&#039; {{tt|with drawknife}} and then switch to a carving knife and {{com|carve}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with knife}} until the item is complete or a problem is reached.&lt;br /&gt;
* &#039;&#039;Shaping with a wood shaper is needed to smooth the upper and lower limbs.&#039;&#039;: hold a wood shaper and {{com|shape}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with shaper}}.&lt;br /&gt;
* &#039;&#039;A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&#039;&#039;: hold a rasp and {{com|rub}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with rasp}}.&lt;br /&gt;
* &#039;&#039;The bow now must be pushed with clamps or a vice to hold it in place.&#039;&#039;: {{com|push}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with clamp}}/{{tt|vise}}.&lt;br /&gt;
* &#039;&#039;Some wood stain should be applied to the wood to finish it.&#039;&#039;: {{com|apply}} stain to &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, attach your bow string using {{com|assemble}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with string}}.&lt;br /&gt;
&lt;br /&gt;
==Item List==&lt;br /&gt;
:&#039;&#039;See [[Shaping products]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dual Load RT===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I seem to be getting randomly 6 second vs. 8 second RTs on dual loading a bamboo reflex bow.  Ranger, 100 agility, HOL up.  Tested and did not see this issue with a Renshear reflex bow.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:28, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
This is working as intended according to Kodius.&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 01:36, 21 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Tech Chart missing from Crossing Society===&lt;br /&gt;
&lt;br /&gt;
--[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 22:29, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Wood Belt Buckle requires bone instead of wood===&lt;br /&gt;
Master book, chapter 6, page 17: Wood Belt Buckle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Ingredients required 1 bleached bone stack (2 pieces)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ingredients now showing as 2 pieces of refined lumber on DR TEST&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 17 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaping a footman&#039;s bow glue thinks it is wood stain===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
The bow is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 08:18, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Shaped arrowheads===&lt;br /&gt;
&amp;gt; count arrow&lt;br /&gt;
&lt;br /&gt;
There are enough left to create one more batches of arrows.&lt;br /&gt;
&lt;br /&gt;
Should that be one more batch of arrows?&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Arrowheads===&lt;br /&gt;
&amp;gt; anal arrow&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the boar-tusk arrowheads and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of boar-tusk arrowheads that are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The arrowheads are masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Double &amp;quot;masterfully-crafted&amp;quot; in the analyze.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:33, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Typo in shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape lumber into shaft&lt;br /&gt;
&lt;br /&gt;
You break the lumber into arrow-length sections, then run the shaper along the surface to remove bark and smooth out knots.  All around each length you work, straigthening and smoothing each shaft. additional shaping will be necessary during the arrow crafting process.  But for now you are left with a bundle of arrow shafts.&lt;br /&gt;
&lt;br /&gt;
additional shaping should be Additional shaping&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:37, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Analyze Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; analyze shaft&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the arrow shafts and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
These appear to be a type of arrow shafts that are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
You find yourself unable to determine the difficulty of this item.&lt;br /&gt;
&lt;br /&gt;
The shafts are of outstanding quality.&lt;br /&gt;
&lt;br /&gt;
It was made by someone with a minor amount of skill compared to your own.&lt;br /&gt;
&lt;br /&gt;
You find it impossible to identify who crafted this item.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duplicate quality statement here too&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 09:38, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Carving arrows with a knife doesnt tell the next step===&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
Using slow strokes you scrape away some rough edges on the arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
All other crafting steps seem to tell you what the next step should be but carving arrows does not.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Glue on flights messages as glue on arrowheads===&lt;br /&gt;
&amp;gt; apply glue to arrow&lt;br /&gt;
&lt;br /&gt;
You apply some glue to your arrows and affixes each arrowhead in place.&lt;br /&gt;
&lt;br /&gt;
Now the flights are ready to be trimmed with a carving knife.&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Final carve on arrows to trim flights===&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
&amp;gt; carve arr with knif&lt;br /&gt;
&lt;br /&gt;
You whittle away the rough edges on your arrows using a carving knife.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 13 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on some boar-tusk arrows.&lt;br /&gt;
&lt;br /&gt;
Seems to message as if you are carving the arrow shaft (Whittling = wood?) and not trimming the flights?&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:01, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Item Shaping===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with draw&lt;br /&gt;
&lt;br /&gt;
&amp;gt; scrape lumb with drawknife&lt;br /&gt;
&lt;br /&gt;
What did you want to scrape?&lt;br /&gt;
&lt;br /&gt;
You glance down to see a metal drawknife in your right hand and an unfinished maple belt buckle in your left hand.&lt;br /&gt;
&lt;br /&gt;
First scrape on raw lumber didnt produce any messages but did seem to begin the crafting process on the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  A few areas could be improved, but overall the shaping meets your expectations.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
You use your knife to carve detail into an unfinished maple belt buckle&#039;s.  The work proceeds as planned without any mistakes whatsoever.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Back and forth you carve along an unfinished maple belt buckle with your knife.  Your experience with shaping begins to show in the wood&#039;s splendid form.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
Using slow even movements you shape an unfinished maple belt buckle with your knife.  Peering at the clean cuts inspires confidence for continued shaping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carving does seem to progress the item through the stages, but doesnt produce any RT?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; carve buckle with knif&lt;br /&gt;
&lt;br /&gt;
That tool does not seem suitable for that task.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; anal buck&lt;br /&gt;
&lt;br /&gt;
You analyze every minute detail of the belt buckle and smile knowingly to yourself.&lt;br /&gt;
&lt;br /&gt;
When crafting is complete this will be a type of finished wood accessory.&lt;br /&gt;
&lt;br /&gt;
With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
&lt;br /&gt;
From the progress so far, it looks like the buckle is of superior quality.&lt;br /&gt;
&lt;br /&gt;
The buckle is a somewhat challenging piece to make.&lt;br /&gt;
&lt;br /&gt;
You estimate that it is very nearly done.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also doesnt mention when carving is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to buck&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Applying the final touches, you complete working on a maple belt buckle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applying stain to the finished item doesnt produce any messages but does correctly message that the item is finished.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 10:11, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Unfinished Arrows===&lt;br /&gt;
You glance down to see some unfinished arrow boar-tusk arrows in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 11:28, 28 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Techniques===&lt;br /&gt;
&amp;gt; ask talia about advanced fletching&lt;br /&gt;
&lt;br /&gt;
Talia shakes her head and says, &amp;quot;I don&#039;t understand you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic fletching&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Training with Advanced Fletching imparts knowledge of more advanced arrow designs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about simple form shaping&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Most humanoid forms will be shapable after taining with Simple Form Shaping&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ask talia about exotic wood adornments&lt;br /&gt;
&lt;br /&gt;
Talia says, &amp;quot;Through training with Exotic Wood Shaping a number of highly specialized pieces may be fashioned with ease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 05:28, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Bow Lamination===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply glue to my bow&lt;br /&gt;
&lt;br /&gt;
The bow looks almost ready to be assembled with backer material next.&lt;br /&gt;
&lt;br /&gt;
You brush some glue on your bow and prepare it for assembly.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesnt give the standard assembly message that you get when you need to assemble something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
The bow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
With short strokes you shape a maple footman&#039;s bow with your shaper.  Your experience shows in the smooth, expertly-shaped surface of the bow stave.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape my bow with my shaper&lt;br /&gt;
&lt;br /&gt;
Quickly you rub your shaper across the limbs of a maple footman&#039;s bow.  Each limb takes on a graceful curve providing exceptional balance and power.&lt;br /&gt;
&lt;br /&gt;
Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
Roundtime: 14 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prompted me for leather strips but I was able to carry on shaping? Is this an issue or is the &amp;quot;leather strips&amp;quot; bit optional?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; apply stain to my bow&lt;br /&gt;
&lt;br /&gt;
You brush some stain on your bow to finish it.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&lt;br /&gt;
Close inspection of the completed lamination process shows it was ineffective, and caused significant damage to the bow&#039;s wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Didnt get any issues in the lamination process (Unless the leather strips part above is the issue) but failed and badly damaged the bow?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; shape short with shaper&lt;br /&gt;
&lt;br /&gt;
The shortbow appears ready to be reinforced with some leather strips.&lt;br /&gt;
&lt;br /&gt;
You flip a maple competition shortbow over and begin to shape it with your shaper.  The vigorous rubbing shapes the bow&#039;s limbs and produces absolutely no mistakes.&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to smooth the surface.&lt;br /&gt;
Roundtime: 21 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; buy strips&lt;br /&gt;
&lt;br /&gt;
You decide to purchase the strips, and pay the sales clerk 625 Kronars.&lt;br /&gt;
&lt;br /&gt;
The sales clerk hands you your leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; assemble short with my strip&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
The leather strips is not required to continue crafting the competition shortbow, so you stop assembling them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tried again with strips purchased from the forging society, and it didnt work. Are the strips necessary or a bugged message? If they are necessary are they applied via &amp;quot;assemble&amp;quot; or using some other mechanism? Also if they are required should the engineering society extras crate stock them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:TYPHAN|TYPHAN]] ([[User talk:TYPHAN|talk]]) 06:04, 29 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412850</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412850"/>
		<updated>2015-06-13T20:35:55Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;*This guide was edited and proofread by Ranger Artilius on 6/13/2015*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
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===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
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The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand, they will know you are not one of them. This can be avoided by setting [[Rangers]] to COLD using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it, you won&#039;t be able to cast this spell repeatedly. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 50 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412846</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412846"/>
		<updated>2015-06-13T20:22:00Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
&lt;br /&gt;
In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
&lt;br /&gt;
I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
&lt;br /&gt;
More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
&lt;br /&gt;
====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
&lt;br /&gt;
Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
&lt;br /&gt;
Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ll talk about specific magic spells later. &lt;br /&gt;
&lt;br /&gt;
=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
&lt;br /&gt;
Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
&lt;br /&gt;
=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
&lt;br /&gt;
These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
&lt;br /&gt;
====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
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The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand, they will know you are not one of them. This can be avoided by setting [[Rangers]] to COLD using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it, you won&#039;t be able to cast this spell repeatedly. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 50 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
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You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Gauge_Flow&amp;diff=412837</id>
		<title>Gauge Flow</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Gauge_Flow&amp;diff=412837"/>
		<updated>2015-06-13T19:09:51Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=gaf&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Any&lt;br /&gt;
|spellbook=Analogous Patterns&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Gauge Flow gives a magician enhanced insight into the manipulation of mana, allowing quantification of what most magicians do by practice and intuition.  While this abstract information is not useful for using modern magic, it is invaluable for conducting magical research.&lt;br /&gt;
|effect=unlocks magical research&lt;br /&gt;
|messaging=&#039;&#039;Cleric&#039;&#039;: A distracting flurry of semi-transparent golden mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by golden graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empath&#039;&#039;: A distracting flurry of blue and white mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by blue graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Moon Mage&#039;&#039;: A distracting flurry of cold white mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by white graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Necromancer&#039;&#039;: A distracting flurry of oozing black mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by black graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Paladin&#039;&#039;: A distracting flurry of golden mana shot through with tiny veins of darkness momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by golden graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ranger&#039;&#039;: A distracting flurry of green and blue mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by aquamarine graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War Mage&#039;&#039;: A distracting flurry of fiery mana momentarily blinds you.  As your eyes adjust, you notice local fluctuations in mana are being represented by burning graphs and sigils in the corners of your sight.&lt;br /&gt;
&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This spell is required to be in effect to perform [[Research|magical research]] tasks. Higher potency will equate to lower research times for research projects.&lt;br /&gt;
:*At spell cap this gives a 20% reduction to research times. (E.g. a base 15 minute research project only takes 12 minutes with a capped cast.)&lt;br /&gt;
* Requires 60 [[Arcana]] to be able to learn from a scroll.&lt;br /&gt;
* Can be purchased at the Crossing Artificer [[Herilo&#039;s Artifacts]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410539</id>
		<title>Category:Ranger spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410539"/>
		<updated>2015-05-30T03:43:13Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Summary of spell difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A category for [[guild association is::Ranger]] spells.&lt;br /&gt;
==Spell tree==&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Ranger_Spells.png|frameless|upright=4.75&lt;br /&gt;
rect 74 200 446 275 [[Compost]]&lt;br /&gt;
rect 71 344 449 425 [[Eagle&#039;s Cry]]&lt;br /&gt;
rect 74 722 449 795 [[See the Wind]]&lt;br /&gt;
rect 74 1170 449 1248 [[Athleticism]]&lt;br /&gt;
rect 560 125 936 200 [[Branch Break]]&lt;br /&gt;
rect 560 275 936 347 [[Carrion Call]]&lt;br /&gt;
rect 560 422 936 500 [[Devitalize]]&lt;br /&gt;
rect 560 575 936 650 [[Harawep&#039;s Bonds]]&lt;br /&gt;
rect 563 719 936 798 [[Instinct]]&lt;br /&gt;
rect 560 870 933 948 [[Wolf Scent]]&lt;br /&gt;
rect 560 1020 936 1098 [[Essence of Yew]]&lt;br /&gt;
rect 560 1245 939 1323 [[Hands of Lirisa]]&lt;br /&gt;
rect 560 1395 936 1476 [[Sense of the Tiger]]&lt;br /&gt;
rect 1044 125 1422 200 [[Awaken Forest]]&lt;br /&gt;
rect 1047 275 1425 350 [[Stampede]]&lt;br /&gt;
rect 1047 422 1422 497 [[Devolve]]&lt;br /&gt;
rect 1050 572 1422 650 [[Swarm]]&lt;br /&gt;
rect 1047 719 1422 795 [[Grizzly Claws]]&lt;br /&gt;
rect 1050 870 1425 948 [[Wisdom of the Pack]]&lt;br /&gt;
rect 1050 1020 1422 1098 [[Forestwalker&#039;s Boon]]&lt;br /&gt;
rect 1050 1173 1425 1248 [[Earth Meld]]&lt;br /&gt;
rect 1050 1320 1422 1398 [[Cheetah Swiftness]]&lt;br /&gt;
rect 1047 1473 1425 1548 [[Claws of the Cougar]]&lt;br /&gt;
rect 1533 350 1912 425 [[Curse of the Wilds]]&lt;br /&gt;
rect 1536 1170 1912 1245 [[Blend]]&lt;br /&gt;
rect 1536 1320 1912 1395 [[Bear Strength]]&lt;br /&gt;
rect 2026 1098 2398 1170 [[Skein of Shadows]]&lt;br /&gt;
rect 2023 1248 2398 1320 [[Memory of Nature]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary of spell information==&lt;br /&gt;
:&#039;&#039; &#039;&#039;&#039;Note&#039;&#039;&#039;: The rank requirements (but not spell preps according to {{com|Discern}}) vary by location. This data was collected in a neutral location. Being in a wilderness area will &#039;&#039;decrease&#039;&#039; the required ranks, while being in an urban area will &#039;&#039;increase&#039;&#039; the required ranks.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Also note that not all wilderness areas are alike! The five levels seen through PACE are all ranges, and there is considerable variation within each of those levels. The best way to test is through trial and error.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:[[guild association is::Ranger]][[page type is::spell]][[Spellbook is::!Analogous Patterns]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Ranger abilities,Life magic}}&lt;br /&gt;
&lt;br /&gt;
==Summary of spell difficulty==&lt;br /&gt;
&lt;br /&gt;
Cyclic spells are the hardest to cast for a Ranger.&lt;br /&gt;
&lt;br /&gt;
Bear Strength (BES) is the second hardest to cast. Despite the &#039;rank range&#039; for this spell...this spell is easier to cast compared to Cheetah Swiftness. &lt;br /&gt;
Cheetah Swiftness (CS) is the hardest Ranger spell to cast. It appears that a consistent 5 mana prep difference between BES and CS difficulty exists. &lt;br /&gt;
&lt;br /&gt;
There might be an error regarding &#039;rank range&#039; of these 2 cyclic spells. BES is easier to cast. CS is the hardest Ranger spell to cast. &lt;br /&gt;
Experience gained from each spell appears to be very similar per pulse though. Further testing is required. &lt;br /&gt;
&lt;br /&gt;
This section should be expanded upon for each spell. The &#039;rank range&#039; is different than the difficulty of the spell to cast and experience gained.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410538</id>
		<title>Category:Ranger spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410538"/>
		<updated>2015-05-30T03:27:34Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Summary of spell difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A category for [[guild association is::Ranger]] spells.&lt;br /&gt;
==Spell tree==&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Ranger_Spells.png|frameless|upright=4.75&lt;br /&gt;
rect 74 200 446 275 [[Compost]]&lt;br /&gt;
rect 71 344 449 425 [[Eagle&#039;s Cry]]&lt;br /&gt;
rect 74 722 449 795 [[See the Wind]]&lt;br /&gt;
rect 74 1170 449 1248 [[Athleticism]]&lt;br /&gt;
rect 560 125 936 200 [[Branch Break]]&lt;br /&gt;
rect 560 275 936 347 [[Carrion Call]]&lt;br /&gt;
rect 560 422 936 500 [[Devitalize]]&lt;br /&gt;
rect 560 575 936 650 [[Harawep&#039;s Bonds]]&lt;br /&gt;
rect 563 719 936 798 [[Instinct]]&lt;br /&gt;
rect 560 870 933 948 [[Wolf Scent]]&lt;br /&gt;
rect 560 1020 936 1098 [[Essence of Yew]]&lt;br /&gt;
rect 560 1245 939 1323 [[Hands of Lirisa]]&lt;br /&gt;
rect 560 1395 936 1476 [[Sense of the Tiger]]&lt;br /&gt;
rect 1044 125 1422 200 [[Awaken Forest]]&lt;br /&gt;
rect 1047 275 1425 350 [[Stampede]]&lt;br /&gt;
rect 1047 422 1422 497 [[Devolve]]&lt;br /&gt;
rect 1050 572 1422 650 [[Swarm]]&lt;br /&gt;
rect 1047 719 1422 795 [[Grizzly Claws]]&lt;br /&gt;
rect 1050 870 1425 948 [[Wisdom of the Pack]]&lt;br /&gt;
rect 1050 1020 1422 1098 [[Forestwalker&#039;s Boon]]&lt;br /&gt;
rect 1050 1173 1425 1248 [[Earth Meld]]&lt;br /&gt;
rect 1050 1320 1422 1398 [[Cheetah Swiftness]]&lt;br /&gt;
rect 1047 1473 1425 1548 [[Claws of the Cougar]]&lt;br /&gt;
rect 1533 350 1912 425 [[Curse of the Wilds]]&lt;br /&gt;
rect 1536 1170 1912 1245 [[Blend]]&lt;br /&gt;
rect 1536 1320 1912 1395 [[Bear Strength]]&lt;br /&gt;
rect 2026 1098 2398 1170 [[Skein of Shadows]]&lt;br /&gt;
rect 2023 1248 2398 1320 [[Memory of Nature]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary of spell information==&lt;br /&gt;
:&#039;&#039; &#039;&#039;&#039;Note&#039;&#039;&#039;: The rank requirements (but not spell preps according to {{com|Discern}}) vary by location. This data was collected in a neutral location. Being in a wilderness area will &#039;&#039;decrease&#039;&#039; the required ranks, while being in an urban area will &#039;&#039;increase&#039;&#039; the required ranks.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Also note that not all wilderness areas are alike! The five levels seen through PACE are all ranges, and there is considerable variation within each of those levels. The best way to test is through trial and error.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:[[guild association is::Ranger]][[page type is::spell]][[Spellbook is::!Analogous Patterns]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Ranger abilities,Life magic}}&lt;br /&gt;
&lt;br /&gt;
==Summary of spell difficulty==&lt;br /&gt;
&lt;br /&gt;
Cyclic spells are the hardest to cast for a Ranger.&lt;br /&gt;
&lt;br /&gt;
Bear Strength (BES) is the second hardest to cast. Despite the &#039;exp learning level&#039; for this spell...this spell is easier to cast compared to Cheetah Swiftness. &lt;br /&gt;
Cheetah Swiftness (CS) is the hardest Ranger spell to cast. It appears that a consistent 5 mana prep difference between BES and CS difficulty is apparent. &lt;br /&gt;
&lt;br /&gt;
This section should be expanded upon for each spell. The max experience &#039;cap&#039; is different than the difficulty of the spell to cast.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410536</id>
		<title>Category:Ranger spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Ranger_spells&amp;diff=410536"/>
		<updated>2015-05-30T03:14:25Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A category for [[guild association is::Ranger]] spells.&lt;br /&gt;
==Spell tree==&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Ranger_Spells.png|frameless|upright=4.75&lt;br /&gt;
rect 74 200 446 275 [[Compost]]&lt;br /&gt;
rect 71 344 449 425 [[Eagle&#039;s Cry]]&lt;br /&gt;
rect 74 722 449 795 [[See the Wind]]&lt;br /&gt;
rect 74 1170 449 1248 [[Athleticism]]&lt;br /&gt;
rect 560 125 936 200 [[Branch Break]]&lt;br /&gt;
rect 560 275 936 347 [[Carrion Call]]&lt;br /&gt;
rect 560 422 936 500 [[Devitalize]]&lt;br /&gt;
rect 560 575 936 650 [[Harawep&#039;s Bonds]]&lt;br /&gt;
rect 563 719 936 798 [[Instinct]]&lt;br /&gt;
rect 560 870 933 948 [[Wolf Scent]]&lt;br /&gt;
rect 560 1020 936 1098 [[Essence of Yew]]&lt;br /&gt;
rect 560 1245 939 1323 [[Hands of Lirisa]]&lt;br /&gt;
rect 560 1395 936 1476 [[Sense of the Tiger]]&lt;br /&gt;
rect 1044 125 1422 200 [[Awaken Forest]]&lt;br /&gt;
rect 1047 275 1425 350 [[Stampede]]&lt;br /&gt;
rect 1047 422 1422 497 [[Devolve]]&lt;br /&gt;
rect 1050 572 1422 650 [[Swarm]]&lt;br /&gt;
rect 1047 719 1422 795 [[Grizzly Claws]]&lt;br /&gt;
rect 1050 870 1425 948 [[Wisdom of the Pack]]&lt;br /&gt;
rect 1050 1020 1422 1098 [[Forestwalker&#039;s Boon]]&lt;br /&gt;
rect 1050 1173 1425 1248 [[Earth Meld]]&lt;br /&gt;
rect 1050 1320 1422 1398 [[Cheetah Swiftness]]&lt;br /&gt;
rect 1047 1473 1425 1548 [[Claws of the Cougar]]&lt;br /&gt;
rect 1533 350 1912 425 [[Curse of the Wilds]]&lt;br /&gt;
rect 1536 1170 1912 1245 [[Blend]]&lt;br /&gt;
rect 1536 1320 1912 1395 [[Bear Strength]]&lt;br /&gt;
rect 2026 1098 2398 1170 [[Skein of Shadows]]&lt;br /&gt;
rect 2023 1248 2398 1320 [[Memory of Nature]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary of spell information==&lt;br /&gt;
:&#039;&#039; &#039;&#039;&#039;Note&#039;&#039;&#039;: The rank requirements (but not spell preps according to {{com|Discern}}) vary by location. This data was collected in a neutral location. Being in a wilderness area will &#039;&#039;decrease&#039;&#039; the required ranks, while being in an urban area will &#039;&#039;increase&#039;&#039; the required ranks.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Also note that not all wilderness areas are alike! The five levels seen through PACE are all ranges, and there is considerable variation within each of those levels. The best way to test is through trial and error.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:[[guild association is::Ranger]][[page type is::spell]][[Spellbook is::!Analogous Patterns]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Ranger abilities,Life magic}}&lt;br /&gt;
&lt;br /&gt;
==Summary of spell difficulty==&lt;br /&gt;
&lt;br /&gt;
Cyclic spells are the hardest to cast for a Ranger.&lt;br /&gt;
&lt;br /&gt;
Bear Strength (BES) is the second hardest to cast. &lt;br /&gt;
Cheetah Swiftness (CS) is the hardest Ranger spell to cast.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Pale_silver_dance_veil_crafted_from_mistsilk&amp;diff=408508</id>
		<title>Item:Pale silver dance veil crafted from mistsilk</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Pale_silver_dance_veil_crafted_from_mistsilk&amp;diff=408508"/>
		<updated>2015-05-14T18:18:36Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: Created page with &amp;quot;{{Item |name=a pale silver dance veil crafted from mistsilk |noun=veil |look=The fabric glistens as though sprinkled with a mist of translucent droplets.  A thin silver ribbon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=a pale silver dance veil crafted from mistsilk&lt;br /&gt;
|noun=veil&lt;br /&gt;
|look=The fabric glistens as though sprinkled with a mist of translucent droplets.  A thin silver ribbon of fine silk has been used to edge the length of cloth.  Tiny clear crystals dangle from the ends, each one cut to resemble a raindrop.&lt;br /&gt;
|MTag=mistsilk&lt;br /&gt;
|CTag=silver&lt;br /&gt;
|type=clothing&lt;br /&gt;
|wearloc=generic&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=187499&lt;br /&gt;
|lsize=5&lt;br /&gt;
|wsize=4&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
turn veil:&lt;br /&gt;
You whirl into a dramatic turn, your dance veil streaming behind you.&lt;br /&gt;
&lt;br /&gt;
pull veil:&lt;br /&gt;
You draw your dance veil upward to frame your face while rolling your hips in rhythmic circles.&lt;br /&gt;
&lt;br /&gt;
kiss veil:&lt;br /&gt;
You drape your dance veil behind your torso and execute a rapid shimmy.&lt;br /&gt;
&lt;br /&gt;
hug veil:&lt;br /&gt;
You drape your dance veil around yourself in elegant folds while swaying slowly from side to side.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Long_rowan_staff_sling_with_a_leather_basket_lashed_to_the_split_haft&amp;diff=405716</id>
		<title>Weapon:Long rowan staff sling with a leather basket lashed to the split haft</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Long_rowan_staff_sling_with_a_leather_basket_lashed_to_the_split_haft&amp;diff=405716"/>
		<updated>2015-04-22T15:23:05Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|noun=sling&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=rowan,wood,leather&lt;br /&gt;
|range=ranged&lt;br /&gt;
|ammo=rock&lt;br /&gt;
|ammocap=1&lt;br /&gt;
|rangedRT=4 &lt;br /&gt;
|type=StS&lt;br /&gt;
|puncture=-&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=superbly&lt;br /&gt;
|balance=fairly&lt;br /&gt;
|suitedness=decently&lt;br /&gt;
|construction=appreciably susceptible&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=60&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|lsize=10&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|appcost=1,625&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
The RT for this weapon is based on: loading from a quiver with 100 skill ranks in Sling.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Pair_of_anlora-avtoma_earstuds&amp;diff=400466</id>
		<title>Item:Pair of anlora-avtoma earstuds</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Pair_of_anlora-avtoma_earstuds&amp;diff=400466"/>
		<updated>2015-03-15T17:03:54Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=earstuds&lt;br /&gt;
|look=Shimmering with a bluish-white hue, the rounded studs are cradled in tiny pearlescent shells.&lt;br /&gt;
(2 pairs found from random drops have no look)&lt;br /&gt;
|MTag=anlora-avtoma&lt;br /&gt;
|CTag=bluish-white, blue, white&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=ears&lt;br /&gt;
|weight=2&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|appcost=25,000&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
|metal=yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Slender_pewter_armband_etched_with_tiny_paw_prints&amp;diff=400465</id>
		<title>Item:Slender pewter armband etched with tiny paw prints</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Slender_pewter_armband_etched_with_tiny_paw_prints&amp;diff=400465"/>
		<updated>2015-03-15T16:57:27Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Slender pewter armband etched with tiny paw prints&lt;br /&gt;
|noun=armband&lt;br /&gt;
|look=None&lt;br /&gt;
|MTag=Pewter&lt;br /&gt;
|type=jewelry&lt;br /&gt;
|wearloc=arms&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=750&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Slender_pewter_armband_etched_with_tiny_paw_prints&amp;diff=400464</id>
		<title>Item:Slender pewter armband etched with tiny paw prints</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Slender_pewter_armband_etched_with_tiny_paw_prints&amp;diff=400464"/>
		<updated>2015-03-15T16:56:36Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: Created page with &amp;quot;{{Item |name=Slender pewter armband etched with tiny paw prints |noun=armband |look=None |MTag=Pewter |type=jewelry |weight=2 |appcost=750 |sourcetype=- |fname=No }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Slender pewter armband etched with tiny paw prints&lt;br /&gt;
|noun=armband&lt;br /&gt;
|look=None&lt;br /&gt;
|MTag=Pewter&lt;br /&gt;
|type=jewelry&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=750&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Transfer&amp;diff=400463</id>
		<title>Beseech Elanthia to Transfer</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Transfer&amp;diff=400463"/>
		<updated>2015-03-15T16:54:34Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=90th Circle, Quest&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=45 Spirit Alignment (maybe less?)&lt;br /&gt;
|desc=Beseech Elanthia to Transfer calls upon the spirit of Nature to replenish the Ranger&#039;s wilderness bonus, in exchange for [[Spirit Health|spirit health]].&lt;br /&gt;
|effect=This ability gives a &#039;nature bonus&#039; to the Ranger.&lt;br /&gt;
|messaging=You will see the following message if you try to use this ability before the cool down period:&lt;br /&gt;
You must rest awhile before you can attempt joining with nature again!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; align 45&amp;lt;br /&amp;gt;&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; beseech elanthia to transfer&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You close your eyes and breathe in deeply, gathering power from nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You reach down within yourself, to the center of your soul.  Opening your eyes slowly, you begin to chant.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature of Elanthia hear my plea!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Bring my strength back in harmony!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;I pay the price, heed my call!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Return my spirit, full and strong!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sky begins to darken as you continue to chant.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A strong wind begins to blow.  Bending the nearby foliage in its embrace.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The earth starts to shake violently, tossing things to and fro.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Out of the darkness, a bright pin-point of light appears in front of you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The light brightens once and then is gone.  In its place a tiny fae appears.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fae looks at you with a smile and says, &amp;quot;You are strong in nature &amp;lt;Ranger&amp;gt;.  For that I reward you with a cleansing.&amp;quot;  The fae suddenly hugs you tight to her and a warm glow surrounds you.  With a grin, she winks at you and is suddenly gone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The darkness lifts, the winds die down and the ground stops shaking with the departure of the fae.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You sense a loss of your inner-self.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Additional alignment does not increase the effect.&lt;br /&gt;
This ability has a cool down period of several hours IRL time (6-8 hours).&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Labyrinthine_anlora-avtoma_necklace&amp;diff=400462</id>
		<title>Item:Labyrinthine anlora-avtoma necklace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Labyrinthine_anlora-avtoma_necklace&amp;diff=400462"/>
		<updated>2015-03-15T16:53:04Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Labyrinthine anlora-avtoma necklace&lt;br /&gt;
|noun=necklace&lt;br /&gt;
|look=None&lt;br /&gt;
|type=jewelry&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=1500&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Labyrinthine_anlora-avtoma_necklace&amp;diff=400461</id>
		<title>Item:Labyrinthine anlora-avtoma necklace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Labyrinthine_anlora-avtoma_necklace&amp;diff=400461"/>
		<updated>2015-03-15T16:52:42Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: Created page with &amp;quot;{{Item |name=Labyrinthine anlora-avtoma necklace |noun=necklace |type=jewelry |wearloc=neck |weight=2 |appcost=1500 |sourcetype=- |fname=No }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=Labyrinthine anlora-avtoma necklace&lt;br /&gt;
|noun=necklace&lt;br /&gt;
|type=jewelry&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=1500&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Random_creature_drop&amp;diff=400460</id>
		<title>Random creature drop</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Random_creature_drop&amp;diff=400460"/>
		<updated>2015-03-15T16:48:08Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Unique */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}A [[page type is::event|location]] to list random items dropped by creatures.&lt;br /&gt;
&lt;br /&gt;
It should be noted that this page is built on historical information, and due to changing loot tables, may not be valid at any given time.&lt;br /&gt;
&lt;br /&gt;
==Very Common==&lt;br /&gt;
* Arrowheads: {{sloot|i|bodkin arrowhead|bodkin}}, {{sloot|i|bishop arrowhead|bishop}}, {{sloot|i|barded arrowhead|barbed}}, {{sloot|i|warhead arrowhead|warhead}}&lt;br /&gt;
* Runes: {{sloot|i|Dark asketine runestone|asketine}}, {{sloot|i|pale avaes runestone|avaes}}, {{sloot|i|dark azurite runestone|azurite}}, {{sloot|i|Shining calavarite runestone|calavarite}}, {{sloot|i|colorful elbaite runestone|elbaite}}, {{sloot|i|sky-blue imnera runestone|imnera}}&lt;br /&gt;
* [[Trading Cards]]&lt;br /&gt;
* [[Dira|Imperial Dira]]&lt;br /&gt;
* {{sloot|i|wax label}}&lt;br /&gt;
* {{Sloot|i|chipped marble mortar}}&lt;br /&gt;
* {{Sloot|i|grimy marble pestle}}&lt;br /&gt;
* herbs&lt;br /&gt;
* lockpicks: {{sloot|i|Ordinary Lockpick|ordinary}}, {{sloot|i|Stout Lockpick|stout}}, and {{sloot|i|Slim Lockpick|slim}}&lt;br /&gt;
* {{Sloot|i|sacramental wine}}&lt;br /&gt;
* {{Sloot|i|embroidery needle}}&lt;br /&gt;
* {{Sloot|i|piece of black flint}}&lt;br /&gt;
* {{Sloot|i|spool of stout thread}}&lt;br /&gt;
* {{Sloot|i|flight glue}}&lt;br /&gt;
&lt;br /&gt;
==Common==&lt;br /&gt;
* {{sloot|i|apple pipe}}&lt;br /&gt;
* {{sloot|i|boar-bristle mane and tail brush}}&lt;br /&gt;
* {{sloot|i|bone pipe}}&lt;br /&gt;
* {{sloot|i|dragon pipe}}&lt;br /&gt;
* {{sloot|i|lanival pipe}}&lt;br /&gt;
* {{Sloot|i|Ivory stylus}}&lt;br /&gt;
* {{sloot|a|steel-studded bracers}}&lt;br /&gt;
* {{sloot|i|Lantholite gwethdesuan}}, {{sloot|i|waermodi gwethdesuan}}, {{sloot|i|lasmodi gwethdesuan}}, {{sloot|i|sjatmal gwethdesuan}}&lt;br /&gt;
* {{sloot|i|Lantholite stone|Lantholite}}, {{sloot|i|waermodi stone|waermodi}}, {{sloot|i|lasmodi stone|lasmodi}}, {{sloot|i|sjatmal stone}}s.&lt;br /&gt;
* {{sloot|i|Large turnip}}&lt;br /&gt;
* {{sloot|i|cambrinth ring}}&lt;br /&gt;
* {{sloot|i|colorless albredine ring}}&lt;br /&gt;
* {{sloot|i|grimy bar of soap}}&lt;br /&gt;
* Various clothes&lt;br /&gt;
: colors: black, blue, blue-green, dark tan, desert-beige, light yellow, mint-green,  off-white, red, storm-grey, taupe, yellow, taupe&lt;br /&gt;
: materials: burlap, damask, jute, lawn, leather, muslin, oilcloth, stain, snakeskin, taffeta, tartan, velvet&lt;br /&gt;
: items: belt, boots, blouse, dress, gamantang, leggings, odaj, robe, sarong, sash, shawl&lt;br /&gt;
* Jewelry: &lt;br /&gt;
: materials: lead, gold, platinum, electrum&lt;br /&gt;
: items: choker, necklace, armband&lt;br /&gt;
&lt;br /&gt;
==Rare==&lt;br /&gt;
* {{sloot|i|cambrinth lump (2)}}&lt;br /&gt;
* {{sloot|i|brown paper-wrapped package}}&lt;br /&gt;
* {{sloot|i|dark silver sraeth runestone}}&lt;br /&gt;
* {{Sloot|i|animal skeleton|animal skeleton parts}}&lt;br /&gt;
* {{Sloot|i|glowing iron fragment}}&lt;br /&gt;
* {{sloot|i|gold ring bearing the crest of the Thieves&#039; Guild}}&lt;br /&gt;
* {{sloot|i|Kirmhiro draught}}&lt;br /&gt;
* {{sloot|i|octagonal blue coral signet ring in a copper setting}}&lt;br /&gt;
* {{sloot|i|pouch of lead pellets}}&lt;br /&gt;
&lt;br /&gt;
==Very Rare==&lt;br /&gt;
* [[Spell Scrolls]]&lt;br /&gt;
* {{sloot|i|worn and tattered map}}&lt;br /&gt;
* {{sloot|i|witch ball}}&lt;br /&gt;
&lt;br /&gt;
==Unique==&lt;br /&gt;
* {{sloot|i|blackened leather bellows tooled with stylized flames}}&lt;br /&gt;
* {{sloot|i|bone-handled wood shaper}}&lt;br /&gt;
* {{sloot|i|copper hairpin adorned with a tiny jeweled bee}}&lt;br /&gt;
* {{sloot|i|delicate silver-linked bracelet}}&lt;br /&gt;
* {{sloot|i|green and brown shirt}}&lt;br /&gt;
* {{sloot|i|pewter stag&#039;s head pendant cradling a multi-faceted emerald}}&lt;br /&gt;
* {{sloot|i|cut-crystal mixing stick}}&lt;br /&gt;
* {{sloot|i|pair of blue and silver striped socks}}&lt;br /&gt;
* {{sloot|i|a pair of anlora-avtoma earstuds|}}&lt;br /&gt;
* {{sloot|i|a labyrinthine anlora-avtoma necklace|}}&lt;br /&gt;
* {{sloot|i|a slender pewter armband etched with tiny paw prints|}} (GM personally messaged to say this was unique loot)&lt;br /&gt;
&lt;br /&gt;
==Event-Based==&lt;br /&gt;
* {{sloot|i|Gnomic bolt}}&lt;br /&gt;
* {{sloot|i|Gnomic flarmencrank}}&lt;br /&gt;
* {{sloot|i|Gnomic gear}}&lt;br /&gt;
* {{sloot|i|Gnomic glarmencoupler}}&lt;br /&gt;
* {{sloot|i|Gnomic nut}}&lt;br /&gt;
* {{sloot|i|Gnomic rackensprocket}}&lt;br /&gt;
* {{sloot|i|Gnomic spangleflange}}&lt;br /&gt;
&lt;br /&gt;
==Formerly Dropped==&lt;br /&gt;
* {{sloot|i|Kort potion}}&lt;br /&gt;
{{Cat|Bestiary|*}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Carving_discipline&amp;diff=400450</id>
		<title>Carving discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Carving_discipline&amp;diff=400450"/>
		<updated>2015-03-15T16:30:35Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Carving discipline&#039;&#039;&#039; involves the shaping of non-metal objects into utility forms.&lt;br /&gt;
&lt;br /&gt;
The only available places to practice carving currently are the [[Crossing Engineering Society]] and the [[Riverhaven Engineering Society]].&lt;br /&gt;
==Basics==&lt;br /&gt;
The {{com|analyze}} command generally can be used to determine the qualities of items, as well as the next step they require. For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the Trader Scale.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Post:Stonecarving Guide - 11/26/2010 - 20:20:57|Apu&#039;s Guide to Stonecarving]]&lt;br /&gt;
&lt;br /&gt;
A few important notes:&lt;br /&gt;
*1.This guide is not complete.&lt;br /&gt;
*2. The master carving book has a &#039;foreword&#039; not an INDEX like most other books. This needs updating. The foreword is very basic and does not address different characteristics of the stone/bone. Other crafting books do this, but this book does not. I do not know if the Apprentice or Journeyman books are different. &lt;br /&gt;
*3. A few techs are not yet live, such as &#039;lightening&#039; and &#039;reenforcing&#039;, etc. This is bad because it can still be chosen as a tech. I made this mistake, only to learn it was not live. SO, I had to pay to UNLEARN the techs so I could learn others. These techs should be removed as an option when choosing techs, but they currently are not. You can choose these, but you will not be able to use them for any purpose.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Carving techniques]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Materials/Preparation==&lt;br /&gt;
:&#039;&#039;For a detailed list of materials and stats, see the crafting materials page for [[Crafting Materials#Stone|stone]] and [[Crafting Materials#Bone|bone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stone===&lt;br /&gt;
Stone materials of low quality and decent enough price can be conveniently obtained from an engineering society shop, or materials of a wider variety and higher quality can be obtained through the laborious process of [[mining]].&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The hardness of the stone affects how good of a weapon it makes. &lt;br /&gt;
*The durability will affect how well it holds up to wear. &lt;br /&gt;
*Each stone has a density that affects how much items crafted from it weigh, &lt;br /&gt;
*and a value modifier that determines how much things created from it cost. &lt;br /&gt;
*A stone&#039;s workability affects how much additional skill is necessary to craft items from it. I think that is all of them.&amp;quot; -[[Kodius]]&lt;br /&gt;
&lt;br /&gt;
The hardest materials are quartzite and obsidian, followed by granite and andesite, and onyx isn&#039;t bad either.  Quartzite is easier to work with and is more durabile than obsidian, so it could be said to be the &#039;&#039;&#039;best&#039;&#039;&#039; material for stone weapons.  For stone stirring rods density is the relevant stat, so limestone and sandstone make the fastest rods, but limestone has significantly greater durability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
&lt;br /&gt;
To harvest bone, you must {{com|arrange}} {{tt|for bone}} and then {{com|skin}} your kill.  Then the bones need to be scraped clean with a scraper, and bleached with a solution. You can apply bleaching solution more than once to speed up the curing process, but you will suffer a lack of bonus if not downright damage the bone to do so.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cured bone stacks can be counted, combined, and cut.  To break a stack to a smaller size, first &#039;&#039;mark stack at # pieces&#039;&#039;, and &#039;&#039;cut my stack with saw&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cure bones: POUR SOLUTION ON BONE after they have been scraped clean&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting Tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chisels]]&lt;br /&gt;
* [[Rasp]]&lt;br /&gt;
* [[Rifflers]]&lt;br /&gt;
* [[Surface_polish|jar of surface polish]]&lt;br /&gt;
* [[Bone saw]]&lt;br /&gt;
* [[Bleaching solution]]&lt;br /&gt;
* [[Item:Cleaning_cloth|cleaning cloth]]&lt;br /&gt;
&lt;br /&gt;
==Shaping==&lt;br /&gt;
The first step is to turn your carving book to the desired chapter and page, then {{com|study}} it. After that, {{com|carve}} &#039;&#039;&amp;lt;rock/item&amp;gt;&#039;&#039; {{tt|with chisel}} (or {{com|carve}} &#039;&#039;&amp;lt;bone stack/item&amp;gt;&#039;&#039; {{tt|with bonesaw}}), until the item is complete or a problem is reached.&lt;br /&gt;
* If item develops an uneven texture or becomes no longer level, hold a rasp and {{com|scrape}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039; {{tt|with rasp}}.&lt;br /&gt;
* If discolored areas are discovered then {{com|apply}} {{tt|polish to}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039;.&lt;br /&gt;
* If the carving results in jagged edges, {{com|rub}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with rifflers}}.&lt;br /&gt;
&lt;br /&gt;
For some items, a handle such as the long or short poles must be added using {{com|assemble}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with pole}}.&lt;br /&gt;
&lt;br /&gt;
==Item List==&lt;br /&gt;
:&#039;&#039;See [[Carving Products]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400449</id>
		<title>Beseech Elanthia to Cradle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400449"/>
		<updated>2015-03-15T16:21:52Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=Circle 25&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=basic&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=25 Spirit Alignment&lt;br /&gt;
|desc=Invoking this beseech puts you into a 30 second round time while vines cover you from head to toe.  While so encased you will not loose any vitality to bleeding wounds.&lt;br /&gt;
|effect=Prevent vitality loss from bleeding&lt;br /&gt;
|messaging=&amp;gt;align 25&amp;lt;br /&amp;gt;&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;beseech elanthia to cradle&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
You begin to chant as you connect with the soil of Elanthia.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense a loss of your inner-self and feel yourself go into shock as you crumple to the ground!&lt;br /&gt;
(Roundtime: 30 seconds)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The ground of Elanthia moans and shudders as cracks and small holes begin to open on the surface!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Vines begin to grow rapidly from the cracks and holes in the ground as the earth continues to moan and howl with a bone-chilling effect!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Like thousands of fingers seeking in the dark, the vines search you out and begin encasing you in a cocoon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having finished their work encasing you, the vines begin to restrict, strategically stopping the flow of blood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;stand&amp;lt;br /&amp;gt;&lt;br /&gt;
You struggle against the enshrouding vines and, finally, pull free.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
This beseech is extremely useful when a Ranger might be dying. Vines will cover you and stop all bleeding. Vitality will be recovered over time. In effect, this ability acts like you have no bleeders, no matter how severe they are. &lt;br /&gt;
&lt;br /&gt;
You will not be able to move at all while this beseech is in effect. Any movement will cause a 3 second round time. If you move again, the beseech will end. &lt;br /&gt;
&lt;br /&gt;
The best use for this beseech is when you are facing imminent death. You will have a 30 second round time upon evoking this beseech and then can not move at all until the beseech is broken (by movement).&lt;br /&gt;
&lt;br /&gt;
An important note about this ability: You MUST be in an area with plants. This ability will NOT work in caves, mountains, water, or cities.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400446</id>
		<title>Beseech Elanthia to Cradle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400446"/>
		<updated>2015-03-15T16:19:25Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=Circle 25&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=basic&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=25 Spirit Alignment&lt;br /&gt;
|desc=Invoking this beseech puts you into a 30 second round time while vines cover you from head to toe.  While so encased you will not loose any vitality to bleeding wounds.&lt;br /&gt;
|effect=Prevent vitality loss from bleeding&lt;br /&gt;
|messaging=&amp;gt;align 25&amp;lt;br /&amp;gt;&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;beseech elanthia to cradle&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
You begin to chant as you connect with the soil of Elanthia.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense a loss of your inner-self and feel yourself go into shock as you crumple to the ground!&lt;br /&gt;
(Roundtime: 30 seconds)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The ground of Elanthia moans and shudders as cracks and small holes begin to open on the surface!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Vines begin to grow rapidly from the cracks and holes in the ground as the earth continues to moan and howl with a bone-chilling effect!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Like thousands of fingers seeking in the dark, the vines search you out and begin encasing you in a cocoon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having finished their work encasing you, the vines begin to restrict, strategically stopping the flow of blood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;stand&amp;lt;br /&amp;gt;&lt;br /&gt;
You struggle against the enshrouding vines and, finally, pull free.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
This beseech is extremely useful when a Ranger might be dying. Vines will cover you and stop all bleeding. Vitality will be recovered over time. In effect, this ability acts like you have no bleeders, no matter how severe they are. &lt;br /&gt;
&lt;br /&gt;
You will not be able to move at all while this beseech is in effect. Any movement will cause a 3 second round time. If you move again, the beseech will end. &lt;br /&gt;
&lt;br /&gt;
The best use for this beseech is when you are facing imminent death. You will have a 30 second round time upon evoking this beseech and then can not move at all until the beseech is broken (by movement).&lt;br /&gt;
&lt;br /&gt;
An important note about this ability: You MUST be in an area with plants. This ability will NOT work in caves or mountainous terrain.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400443</id>
		<title>Beseech Elanthia to Cradle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400443"/>
		<updated>2015-03-15T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=Circle 25, A room with PLANTS (caves, mountains, and water, do not work)&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=25 Spirit Alignment&lt;br /&gt;
|effect=Invoking this beseech puts you into a 30 second round time while vines cover you from head to toe.  While so encased you will not loose any vitality to bleeding wounds.&lt;br /&gt;
|messaging=&amp;gt;align 25&amp;lt;br /&amp;gt;&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;beseech elanthia to cradle&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
You begin to chant as you connect with the soil of Elanthia.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense a loss of your inner-self and feel yourself go into shock as you crumple to the ground!&lt;br /&gt;
(Roundtime: 30 seconds)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The ground of Elanthia moans and shudders as cracks and small holes begin to open on the surface!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Vines begin to grow rapidly from the cracks and holes in the ground as the earth continues to moan and howl with a bone-chilling effect!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Like thousands of fingers seeking in the dark, the vines search you out and begin encasing you in a cocoon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having finished their work encasing you, the vines begin to restrict, strategically stopping the flow of blood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;stand&amp;lt;br /&amp;gt;&lt;br /&gt;
You struggle against the enshrouding vines and, finally, pull free.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
}}&lt;br /&gt;
This beseech is extremely useful when a Ranger might be dying. Vines will cover you and stop all bleeding and vitality loss. You will not be able to move at all while this beseech is in effect. Any movement will cause a 3 second round time. If you move again, the beseech will end. &lt;br /&gt;
&lt;br /&gt;
The best use for this beseech is when you are facing imminent death. You will have a 30 second round time upon evoking this beseech and then can not move at all until the beseech is broken (by movement).&lt;br /&gt;
&lt;br /&gt;
An important note about this ability: You MUST be in an area with plants. This ability will NOT work in caves or mountainous terrain.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400439</id>
		<title>Beseech Elanthia to Cradle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Cradle&amp;diff=400439"/>
		<updated>2015-03-15T16:03:58Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|guild=ranger&lt;br /&gt;
|prereqs=Circle 25, Wilderness room (neutral?)&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=beseech&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=-&lt;br /&gt;
|path=-&lt;br /&gt;
|cost=25 Spirit Alignment&lt;br /&gt;
|effect=Invoking this beseech puts you into a 30 second round time while vines cover you from head to toe.  While so encased you will not loose any vitality to bleeding wounds.&lt;br /&gt;
|messaging=&amp;gt;align 25&amp;lt;br /&amp;gt;&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;beseech elanthia to cradle&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel your spirit weaken.&amp;lt;br /&amp;gt;&lt;br /&gt;
You begin to chant as you connect with the soil of Elanthia.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense a loss of your inner-self and feel yourself go into shock as you crumple to the ground!&lt;br /&gt;
(Roundtime: 30 seconds)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The ground of Elanthia moans and shudders as cracks and small holes begin to open on the surface!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Vines begin to grow rapidly from the cracks and holes in the ground as the earth continues to moan and howl with a bone-chilling effect!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Like thousands of fingers seeking in the dark, the vines search you out and begin encasing you in a cocoon.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Having finished their work encasing you, the vines begin to restrict, strategically stopping the flow of blood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;stand&amp;lt;br /&amp;gt;&lt;br /&gt;
You struggle against the enshrouding vines and, finally, pull free.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
}}&lt;br /&gt;
This beseech is extremely useful when a Ranger might be dying. Vines will cover you and stop all bleeding and vitality loss. You will not be able to move at all while this beseech is in effect. Any movement will cause a 3 second round time. If you move again, the beseech will end. &lt;br /&gt;
&lt;br /&gt;
The best use for this beseech is when you are facing imminent death. You will have a 30 second round time and can not move at all. &lt;br /&gt;
&lt;br /&gt;
An important note about this ability: You MUST be in an area with plants. This ability will NOT work in caves or mountainous terrain.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Seal&amp;diff=400423</id>
		<title>Beseech Elanthia to Seal</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_Elanthia_to_Seal&amp;diff=400423"/>
		<updated>2015-03-15T15:52:48Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: /* Quest Spoilers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Beseech Elanthia to Seal&lt;br /&gt;
|reqs=Circle 50&lt;br /&gt;
|teacher=Tomma&lt;br /&gt;
|cost=Minimum alignment of 50&lt;br /&gt;
|effect=Beseech Elanthia to Seal allows the Ranger to prolong the time before a grave starts decaying and spitting its items out.&lt;br /&gt;
|messaging=&amp;gt;beseech elanthia to seal &#039;&#039;&amp;lt;grave&amp;gt;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
You kneel down and place your hand on &#039;&#039;&amp;lt;player&#039;s&amp;gt;&#039;&#039; grave.  Slowly you begin to chant, calling on the earth to aid you! &amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 36 sec. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel your spirit weaken. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Mother Elanthia, hear my call!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Rocks and vines, to wrap it all!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Upon this grave, put thy embrace!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Lock it down to stay in place!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
|type=beseech&lt;br /&gt;
}}&lt;br /&gt;
==Quest Spoilers==&lt;br /&gt;
[[Climbing skill|Climbing]] must be good enough to get into the area needed, at least 160 ranks with [[Spider_Climb|SPC]](Now ATHLETICS).&lt;br /&gt;
&lt;br /&gt;
Your scholarship skill must be at least 115 ranks.&lt;br /&gt;
&lt;br /&gt;
The sum of {{stat|Wisdom}} + {{stat|Discipline}} + {{stat|Intelligence}} should be at least 75.&lt;br /&gt;
&lt;br /&gt;
Once you get the go-ahead from [[Tomma]] head to the [[RanikMap65|undergondola]] area and into [[Blade_Spider|blade spider]]s.  You need to be in the Green Room right beside the word Yvhh on the map. {{com|STUDY}} the fossil there until you succeed.&lt;br /&gt;
&lt;br /&gt;
Usage Beseech Elanthia to Seal DEADPERSONNAME while in the same room as their grave.&lt;br /&gt;
&lt;br /&gt;
Upon the release of Ranger Bonus 2.0, this beseech does not function as intended.&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beseech_the_Water_to_Solidify&amp;diff=400421</id>
		<title>Beseech the Water to Solidify</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beseech_the_Water_to_Solidify&amp;diff=400421"/>
		<updated>2015-03-15T15:50:46Z</updated>

		<summary type="html">&lt;p&gt;DRFREAK3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|teacher=Tomma&lt;br /&gt;
|reqs=Circle 55&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|effect=Beseech Water to Solidify allows the Ranger to call upon a mass of spiders to create a &#039;living bridge&#039; across a body of water, thus making it easier for himself or others to cross.&lt;br /&gt;
|type=beseech&lt;br /&gt;
}}&lt;br /&gt;
== Notes ==&lt;br /&gt;
Allows you to bypass Swimming checks with minimal roundtimes (3 second roundtime is the minimum).&amp;lt;br /&amp;gt;Can be PERCEIVED, but does not provide duration information.&amp;lt;br /&amp;gt;Gives a short warning before the effect wears off.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
You lower your head, close your eyes and begin breathing slowly as you channel a small portion of your existing spirit health into reserve to be used as needed by nature itself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; beseech water to solidify&lt;br /&gt;
&lt;br /&gt;
You reach down within yourself and concentrate on the water around you.  Slowly, you began to chant.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mother Elanthia heed my plea,&amp;lt;br /&amp;gt;&lt;br /&gt;
Make the water solid for me.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cast away all wave and wake,&amp;lt;br /&amp;gt;&lt;br /&gt;
Give me a path safe to take.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you utter your call to nature, you feel your spirit spread out over the waters before you.&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Life and power flow through you as other living forces awaken and begin to answer your call.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The water ripples in overlapping circles as the shells of small turtles rise from the depths, creating a small path over the water on the safety of their backs.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You step lightly upon the footings appearing suddenly before you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[Segoltha River, North Bank]&amp;lt;br /&amp;gt;&lt;br /&gt;
Hugging the river bank, the swirling waters surge against the slick banks.  Undercurrents seethe beneath the surface, seeking to drag the unwary down into the river&#039;s heart.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious paths: east, west.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your feel your connection with water&#039;s living forces is failing.&amp;lt;br /&amp;gt; &lt;br /&gt;
You no longer feel connected to nature&#039;s presence in water.&lt;br /&gt;
&lt;br /&gt;
==Quest==&lt;br /&gt;
See [[Beseech the Water to Solidify Quest]].&lt;/div&gt;</summary>
		<author><name>DRFREAK3</name></author>
	</entry>
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