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	<updated>2026-05-06T09:16:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enchanting_Society_(Hibarnhvidar)&amp;diff=517731</id>
		<title>Enchanting Society (Hibarnhvidar)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enchanting_Society_(Hibarnhvidar)&amp;diff=517731"/>
		<updated>2020-04-30T17:36:03Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: Created page with &amp;quot;The Enchanting Society of Hibbenflabben is located NW, N of the forging society.  The maps do not reflect this addition yet.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enchanting Society of Hibbenflabben is located NW, N of the forging society.  The maps do not reflect this addition yet.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmithing_skill&amp;diff=517644</id>
		<title>Locksmithing skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmithing_skill&amp;diff=517644"/>
		<updated>2020-04-28T21:23:41Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Training Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Locksmithing [[page type is::skill]]&#039;&#039;&#039; is used to pick locks and disarm traps, as well as for lockpick carving and lockpick fixing. Locksmithing is most commonly used for opening containers dropped by slain creatures, commonly referred to as boxes.&lt;br /&gt;
The [[DR 3.0]] update combined and replaced the now obsolete Lockpicking and Disarming skills with Locksmithing.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Locksmithing==&lt;br /&gt;
{{#ask:[[Boosts::Locksmithing skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Locksmithing==&lt;br /&gt;
{{#ask:[[Debuffs::Locksmithing skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
All commands associated with [[Pick command|lockpicking]] or [[Disarm command|disarming]] will train the Locksmithing skill to some degree. Some of the commands will also train perception, to a much smaller degree. There are multiple variations of both commands that can help increase both the amount of training received and chance of success.&lt;br /&gt;
&lt;br /&gt;
===Disarming===&lt;br /&gt;
Disarm &amp;lt;item&amp;gt; Identify - Tells you the type of trap, and the difficulty in accordance with your skill. If the last trap on the box has already been disarmed you will incur a small roundtime letting you know what the disarmed trap looks like.&lt;br /&gt;
&lt;br /&gt;
Disarm &amp;lt;item&amp;gt; &amp;lt;caution&amp;gt; - The act of actually disarming the trap, the level of caution you use is up to you.&lt;br /&gt;
:&amp;quot;Careful&amp;quot; - Slowest, but safest caution level&lt;br /&gt;
:None - Putting nothing for caution will result in the second slowest, and second safest form of disarming&lt;br /&gt;
:&amp;quot;Quick&amp;quot; - 2nd fastest and 2nd most dangerous.&lt;br /&gt;
:&amp;quot;Blind&amp;quot; - Fastest and most dangerous.&lt;br /&gt;
&lt;br /&gt;
Disarm &amp;lt;item&amp;gt; Analyze - Analyzing a box will show you what type of mechanism can be harvested from trap. Each trap can only be harvested if you have not started working on the next trap.&lt;br /&gt;
&lt;br /&gt;
Disarm &amp;lt;item&amp;gt; Harvest - Harvesting will attempt to retrieve a piece of the trap mechanism. &lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
Pick &amp;lt;item&amp;gt; Analyze - Analyzing a lock will tell you what the lock looks like, determining what type of lockpick should be used. If the last lock in the box has been picked you will receive a message saying the box is not locked, but no roundtime.&lt;br /&gt;
&lt;br /&gt;
Pick &amp;lt;item&amp;gt; Identify - Identifying a lock will tell you the locks difficulty in accordance with your skill.&lt;br /&gt;
&lt;br /&gt;
Pick &amp;lt;item&amp;gt; &amp;lt;caution&amp;gt; - Caution levels are the same as disarming; &amp;quot;Careful&amp;quot;, none, &amp;quot;Quick&amp;quot;, &amp;quot;Blind&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Lockpick carving===&lt;br /&gt;
See [[Lockpick carving]] and {{com|Fix}} command articles.&lt;br /&gt;
&lt;br /&gt;
===Locksmithing trainers===&lt;br /&gt;
The [[Locksmithing trainer]]s are made to {{tt|lock}} and {{tt|pick}} to train Locksmithing, giving the user 1/34 skill per &amp;quot;pick&amp;quot; regardless of the total ranks of the user.  They can be found as limited use, limited per-day or unlimited variations.&lt;br /&gt;
&lt;br /&gt;
===[[Breaking and Entering]]===&lt;br /&gt;
Use the {{com|Burgle}} command outdoors and inside [[Justice]] to enter properties to steal items.  Holding a lockpick or wearing a [[Lockpick rings|lockpick ring]] to {{tt|burgle}} will grant locksmithing skill upon your exit from temporarily generated homes.&lt;br /&gt;
 &lt;br /&gt;
==Types of locks and picks==&lt;br /&gt;
Certain lockpicks will need to be used on certain types of locks. Analyzing the lock will reveal what type of lock it is. This has only partially been introduced into the game and is waiting on the [[Mechanical_Lore_skill|Lore rewrite]] to be fully incorporated. Quality and style will be separated out, so it will be possible to have a master quality pick of the following styles. It was mentioned that grandmaster quality would be able to open all styles of locks, but be restricted to the thief guild.&lt;br /&gt;
 &lt;br /&gt;
*Although difficult to spot at first, a thin hole along the bottom of the lock appears to be the key receptacle.&lt;br /&gt;
:Slim&lt;br /&gt;
&lt;br /&gt;
*The lock&#039;s structure is relatively basic, standard in every way without any unusual characteristics.&lt;br /&gt;
:Ordinary&lt;br /&gt;
&lt;br /&gt;
*A sturdy block of metal, the hole for the key is very wide.  This big lock obviously is meant for a correspondingly large key.&lt;br /&gt;
:Stout&lt;br /&gt;
&lt;br /&gt;
*An intricate steel star houses a complex locking mechanism, with two different spots that each look like they&#039;re meant to house keys.&lt;br /&gt;
:??&lt;br /&gt;
&lt;br /&gt;
==Trap and lock difficulty==&lt;br /&gt;
Disarm/Pick identify will give you an appraisal of the difficulty based on your skill. The following is a list of the varying difficulties.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Trap&lt;br /&gt;
! Lock&lt;br /&gt;
|-&lt;br /&gt;
| An aged grandmother could defeat this trap in her sleep.&lt;br /&gt;
| An aged grandmother could open this in her sleep.&lt;br /&gt;
|-&lt;br /&gt;
| This trap is a laughable matter, you could do it blindfolded!&lt;br /&gt;
| This lock is a laughable matter, you could do it blindfolded!&lt;br /&gt;
|-&lt;br /&gt;
| The &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;&#039;s trap is a trivially constructed gadget which you can take down any time.&lt;br /&gt;
| The lock is a trivially constructed piece of junk barely worth your time.&lt;br /&gt;
|-&lt;br /&gt;
| The &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; will be a simple matter for you to disarm.&lt;br /&gt;
| The &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; will be a simple matter for you to unlock.&lt;br /&gt;
|-&lt;br /&gt;
| The &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; should not take long with your skills.&lt;br /&gt;
| The &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; should not take long with your skills.&lt;br /&gt;
|-&lt;br /&gt;
| You can disarm the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; with only minor troubles.&lt;br /&gt;
| You can unlock the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; with only minor troubles.&lt;br /&gt;
|-&lt;br /&gt;
| You think this trap is precisely at your skill level.&lt;br /&gt;
| You think this lock is precisely at your skill level.&lt;br /&gt;
|-&lt;br /&gt;
| The trap has the edge on you, but you&#039;ve got a good shot at disarming the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| The lock has the edge on you, but you&#039;ve got a good shot at picking open the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| The odds are against you, but with persistence you believe you could disarm the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| The odds are against you, but with persistence you believe you could pick open the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| You have some chance of being able to disarm the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| You have some chance of being able to pick open the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Disarming the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; would be a longshot.&lt;br /&gt;
| Opening the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; would be a longshot.&lt;br /&gt;
|-&lt;br /&gt;
| Prayer would be a good start for any attempt of yours at disarming the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| Prayer would be a good start for any attempt of yours at picking open the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| You have an amazingly minimal chance at disarming the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| You have an amazingly minimal chance at picking open the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| You really don&#039;t have any chance at disarming this &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| You really don&#039;t have any chance at picking open this &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| You probably have the same shot as a snowball does crossing the desert.&lt;br /&gt;
| You probably have the same shot as a snowball does crossing the desert.&lt;br /&gt;
|-&lt;br /&gt;
| You could just jump off a cliff and save yourself the frustration of attempting this &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
| You could just jump off a cliff and save yourself the frustration of attempting this &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| A pitiful snowball encased in the Flames of Ushnish would fare better than you.&lt;br /&gt;
| A pitiful snowball encased in the Flames of Ushnish would fare better than you.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enhancements==&lt;br /&gt;
Locksmithing is affected by armor hindrance and can be especially affected by armor and brawling gear worn on the hands. If you are being impeded by anything you are wearing you will notice it when you try to Pick or Disarm. Kneeling and/or sitting while popping boxes is also recommended to increase chances of success.&lt;br /&gt;
&lt;br /&gt;
===Guild abilities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Guild&lt;br /&gt;
! Enhancement&lt;br /&gt;
|-&lt;br /&gt;
| Barbarians&lt;br /&gt;
| [[Focus|Focus]] meditation&lt;br /&gt;
|-&lt;br /&gt;
| Bards&lt;br /&gt;
| [[Drums of the Snake]] enchante&lt;br /&gt;
|-&lt;br /&gt;
| Moon Mages&lt;br /&gt;
| [[Machinist&#039;s Touch]]&lt;br /&gt;
|-&lt;br /&gt;
| Rangers&lt;br /&gt;
| [[Hands of Lirisa]] spell&lt;br /&gt;
|-&lt;br /&gt;
| Thieves&lt;br /&gt;
| [[Khri Safe]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mid- to High-Level Box Difficulty Chart by Kaxis==&lt;br /&gt;
&lt;br /&gt;
===Messaging Scale===&lt;br /&gt;
&lt;br /&gt;
There are 17 different difficulty level messages that can result when Disarm IDing a box. These were numbered from 1-17 (easiest to hardest).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Variables===&lt;br /&gt;
&lt;br /&gt;
There are two notable variables. The first is when disarm IDing a box multiple times, the difficulty messages generated will be similar but not exact. They will cluster as an average around the unknown true difficulty level. The second variable is that some boxes from a creature type are easier or harder than others.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing Procedure===&lt;br /&gt;
&lt;br /&gt;
To compensate, a 10-box sample was collected from each creature type and then each box disarm IDed 100 times. This generated 1000 data points, with each data point representing a particular difficulty level. These were totaled to give a final numerical score for each creature type. The higher the score, the more difficult the box.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final scores for each creature type were arranged in descending numerical order to create a box difficulty chart. The chart below was done on mid- to high-level creatures. At the time, Dragon Priest intercessors were the highest creature in DragonRealms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tests were run without change of either statistics or skill ranks. Thus, each creature type was tested against the same parameters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
This method does not deal with Locksmithing ranks. The final scores are unitless and allow boxes to be accurately scaled against each other.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It must be understood that the numbers in the chart were unique to Kaxis at the time. Were he to run the test now with different Locksmithing ranks and statistics, he would get different numbers, but the box order generated would be virtually identical. This would hold true for any character from any guild. The scores in the chart were included only for reference purposes and increased transparency of the testing procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is an effectiveness overlap between creatures on the chart, so as the player goes up the list, some can be skipped if there are other hunting requirements. The notable exception is the rather significant gap between Misenseor resuscitants and Dragon Priest assassins.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This testing method was chosen because the considerable random number generation in the box system, combined with the wide variety of player stats, ranks, spells, guild abilities, bonuses, disarming techniques/approaches, and other factors makes accuracy in a Locksmithing ranks-based system impractical. Such a system could be useful but only as a rough guide.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Original Thread on the DragonRealms Forums===&lt;br /&gt;
&lt;br /&gt;
[http://forums.play.net/forums/DragonRealms/Abilities,%20Skills%20and%20Magic/Survival%20Skills%20-%20Economic/view/1481 Dragonrealms Forum: Survival Skills - Economic]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Box Difficulty Chart===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Creature&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest intercessor]]||9762&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest assassin]]||8812&lt;br /&gt;
|-&lt;br /&gt;
|[[Misenseor resuscitant]]||4496&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinister Maelshyvean hierophant]]||4239&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie head-splitter]]||4080&lt;br /&gt;
|-&lt;br /&gt;
|[[Black goblin]]||3522&lt;br /&gt;
|-&lt;br /&gt;
|[[Ashu hhinvi]]||3396&lt;br /&gt;
|-&lt;br /&gt;
|[[S&#039;sugi malchata]]||3321&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie mauler]]||3131&lt;br /&gt;
|-&lt;br /&gt;
|[[Sky giant]]||3119&lt;br /&gt;
|-&lt;br /&gt;
|[[Vile plague wraith]]||2984&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie stomper]]||2771&lt;br /&gt;
|-&lt;br /&gt;
|[[Maelshyvean cinder beast]]||2756&lt;br /&gt;
|-&lt;br /&gt;
|[[Adan&#039;f spirit dancer]]||2703&lt;br /&gt;
|-&lt;br /&gt;
|[[Maelshyvean shadow beast]]||2585&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountain giant]]||2580&lt;br /&gt;
|-&lt;br /&gt;
|[[Isundjen conjurer]]||2492&lt;br /&gt;
|-&lt;br /&gt;
|[[Armored shalswar]]||2250&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest juggernaut]]||2226&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest zealot]]||2177&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest purifier]]||2163&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc raider]] (2nd floor)||2159&lt;br /&gt;
|-&lt;br /&gt;
|[[Black marble gargoyle]]||2156&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest crone]]||2131&lt;br /&gt;
|-&lt;br /&gt;
|[[Telga moradu]]||2089&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest sentinel]]||2088&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc raider]] (1st floor)||2084&lt;br /&gt;
|-&lt;br /&gt;
|[[Misshapen germish&#039;din]]||2077&lt;br /&gt;
|-&lt;br /&gt;
|[[Kra&#039;hei]]||2071&lt;br /&gt;
|-&lt;br /&gt;
|[[Wir dinego]]||2054&lt;br /&gt;
|-&lt;br /&gt;
|[[Lun&#039;Shele hunter]]||2025&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Boxes==&lt;br /&gt;
Each box can contain multiple traps and multiple locks. Upon each successful disarm or unlock you will see if it is not yet fully disarmed or picked.&lt;br /&gt;
Each type of trap has a unique appearance, a harvestable item, and a unique consequence for tripping it.&lt;br /&gt;
&lt;br /&gt;
Additionally, on a successful open, a box can contain coins, gems or items from the [[Random creature drop]] pool.&lt;br /&gt;
&lt;br /&gt;
The nouns for them can be of the following: box, caddy, casket, chest, coffer, crate, skippet, strongbox, trunk.&lt;br /&gt;
&lt;br /&gt;
===Creatures with boxes===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Creature&lt;br /&gt;
!Approx. Min. Ranks&lt;br /&gt;
!Approx. Cap&lt;br /&gt;
!Spawn Rate&lt;br /&gt;
!Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblin]]||0||40+|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Sleazy Lout]]||0||35|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin]]||0||35|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblin Zombie]]||0||35|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoul]]||0||35|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Crazed Madmen]]||0||35|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Nyad]]||0||35|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Dryad]]||0||35|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Kobold]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblin Shaman]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Boggle|Boggle]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Revenant Zombie]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Wood Troll]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Grendel]]||30||55|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[S&#039;lai Scout]]||30(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenrae Reaver]]||35||75|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand Sprite]]||40||100+||High||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Rock Troll (1)]]||40||100+|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dusk Ogre]]||50||85|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire Sprite]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire Maiden]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Kobold Savage]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Kobold Headhunter]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Kobold Savage]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Kobold Headhunter]]||55||85(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbelog]]||60||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Fiend]]||60(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Sluagh]]||60||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moss Mey]]||70||105(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsy Marauder]]||75(?)||105(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Young Ogre]]||75(?)||105(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Scout Ogre]]||75(?)||110(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Bawdy Swain]]||75(?)||185(?)|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Troll]] (Haven)||80||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Snow Goblin (1)|Snow Goblin]]s, 1st Tier||85(?)||135(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Young Cave Troll]]||85(?)||135(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Miserly Moneygrubber|Moneyrubber]], [[Pugnacious Pinchfist|Pinchfist]], [[Shifty-eyed Skinflint|Skinflint]], [[Troublesome Tightwad|Tightwad]]||90(?)|||| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Granite Gargoyle]]||80||200+|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|Crossing [[Thug (Creature)|Thug]], [[Cutthroat (Creature)|Cutthroat]], [[Ruffian (Creature)|Ruffian]], [[Footpad (Creature)|Footpad]]||100||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[River Sprite]]||125(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Snow Goblin (2)|Snow Goblin]]s, 2nd Tier||120||190|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Kra&#039;hei Hatchling]]||130||320 softcap||High||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Writhing Maiden&#039;s Tress]]||130(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Spirit]]||130||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Quartz Gargoyle]]||135||??|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Scavenger Troll]]||140||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Pale Grey Death Spirit]]||140??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotting Deadwood Dryad]]||150(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Alley Thug]]||130(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Frostweaver]]||150||250 softcap|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lanky Grey Lach]]||150||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Pirate]]s on the Lybadel//Kree&#039;la||110||220|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadoweaver]]||150(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Snow Goblin (3)|Snow Goblin]]s, 3rd Tier||150||210|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc Scout]]||150??||??|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Geni]]||150||420(soft cap)|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Ur Hhrki&#039;izh (1)|Ur Hhrki&#039;izh]], 1st Tier||160(?)||230(?)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc Bandit]]||150||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Adan&#039;f Shadow Mage]]||200||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Adan&#039;f Blood Warrior]]||200||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc Reiver]]||200??||??|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Red-bristled Gremlin]]||205(?)||250+|| ||Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Velakan Slaver]]||210(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Nomad]]||210(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ashu Hhinvi]]||350(?)||700|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Armored Shalswar]]||245||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Misshapen Germish&#039;din]]||260(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc Raider]]||276+||??|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Adan&#039;f Spirit Dancer]]||276||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Greater Sluagh]]||280(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Sky Giant]]||350??||??|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Crypt Fiend]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Blight Ogre]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|Super [[Rock Troll (2)|Rock Troll]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp Troll (3)|Swamp Troll]] (Lang)||85||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Merrows]]||115||160|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Corsair]]s||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|Plain [[Atik&#039;et]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Fendryad]]||150(?)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|Temple [[Atik&#039;et]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Spectral Pirate]]||150?||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Sailor]]||150?||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|Lava field [[Atik&#039;et]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest]]/Priestess||245||(similar to Armored Shalswar)|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenrae Stalker]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lun&#039;Shele Hunter]]||240?||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lun&#039;Shele Trekhalo]]||240?||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Wir Dinego]]||240||350|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Kra&#039;hei]]||260||350?||high||&lt;br /&gt;
|-&lt;br /&gt;
|[[Telga Moradu]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Maelshyvean cinder beast]]||340||??||High||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Maelshyvean Shadow Beast]]||340||??||High||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc Clan-Chief]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Master]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Stomper]]||300||&amp;gt;760|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Mauler]]||500(?)||&amp;gt;760|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[S&#039;sugi Malchata]]||300||&amp;gt;760|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Goblin]]||??||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Head-splitter]]||600(?)||&amp;gt;760|| ||High&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest Assassin]]||850||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Priest Intercessor]]||1100(??)||??|| ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Box Traps===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Trap Type&lt;br /&gt;
!Appearance&lt;br /&gt;
!Failure Result&lt;br /&gt;
!Harvestable Parts&lt;br /&gt;
!Leathality&lt;br /&gt;
|-&lt;br /&gt;
|Acid Trap||  style=&amp;quot;width:300px&amp;quot; |As you look closely, you notice a tiny hole right next to the lock which looks to be a trap of some kind.|| style=&amp;quot;width:300px&amp;quot;|Sprays a random body part with acid. Will damage armor if some is worn on that part, but will prevent wounds and vitality damage||a glass reservoir||Deadly, Armor Damaging, Acid&lt;br /&gt;
|-&lt;br /&gt;
|Boomer|| A glistening black square, surrounded by a tight ring of fibrous cord, catches your eye.||Explodes the box causing damage to the hands and eyes.||a steel striker, a black cube||Deadly, explosion to hands/eyes&lt;br /&gt;
|-&lt;br /&gt;
|Bug (Reaper) Trap||A crust-covered black scarab of some unidentifiable substance clings to the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; by six tiny legs, all of which are firmly imbedded into the &amp;lt;wood/metal&amp;gt; and look like it may be tough to dig them out.||Summons about 3 vykathi reapers, who appear at melee range with the locksmith. They do not share the locksmith&#039;s roundtime for the disarm attempt.||a tiny chitinous leg||Deadly, summons creatures&lt;br /&gt;
|-&lt;br /&gt;
|Crossbolt Trap||You find a series of openings on the front of the &amp;lt;box&amp;gt; concealing the points of several wickedly barbed crossbow bolts.||Fires numerous crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box.||a tightly coiled spring||Deadly&lt;br /&gt;
|-&lt;br /&gt;
|Crossbolt Trap (Poison)||You find a series of openings on the front of the box concealing the points of several crossbow bolts glistening with moisture.||Fires numerous poisoned crossbow bolts at the target, evasion skill affect how many hit, the amount shot is based off the difficulty of the box.||a coiled spring||Deadly, poison&lt;br /&gt;
|-&lt;br /&gt;
|Concussion Trap||Right above the lock inside the keyhole, you see a tiny metal tube just poking out of a small wad of brown clay.||Explodes, possibly blasting some victims out of the room. All will receive internal head wounds, causing repeated ringing in the ears, accompanied by roundtime. The locksmith will also have hand wounds.||some brown clay||Deadly, Area Affect&lt;br /&gt;
|-&lt;br /&gt;
|Cyanide Trap||The glint of silver from the tip of a dart and a slight smell of almonds catches your attention as you go over the &amp;lt;box&amp;gt;.||Shoots a tiny dart into forehead. Inflicts cyanide poison. Dart can be tended out and used as a weapon.||a coiled spring||Deadly, poison&lt;br /&gt;
|-&lt;br /&gt;
|Disease Trap||While inspecting the &amp;lt;box&amp;gt; patiently, you see what appears to be a small, swollen animal bladder recessed inside the keyhole.||Infects the locksmith with disease.||a bloated animal bladder||Deadly, Disease&lt;br /&gt;
|-&lt;br /&gt;
|Fire Ant Trap||Within the casing of the wooden strongbox is a mesh bag, a very sharp blade poised to the side just within the structure of the strongbox. The bag twitches on occasion, leading you to believe the blade&#039;s presence likely to be a very bad thing.||Upon failure, the blade slices open a bag of Fire Ants, which crawl up your hands and over your entire body. Every few seconds, there is a damage pulse and you receive the above messaging while taking a large hit to vitality (15-30% or more per pulse). Victim can die within a few moments of the trap activating if the burning sensation isn&#039;t resolved immediately.||a sharp blade||Deadly, pulsing vitality&lt;br /&gt;
|-&lt;br /&gt;
|Flea Trap||Imbedded in the front of the iron &amp;lt;box&amp;gt; is a small glass tube of milky-white opacity. Small black dots bounce inside, though the lack of transparency makes it impossible to be certain what they are.||Causes to Disarmer to be covered in fleas that inflict vitality damage and random Roundtimes. You will need to find a body of water at least ankle deep (or a Warrior Mage with Water Globe) to wash away the fleas.||a tiny hammer||Deadly, pulsing vitality&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap (Poison)||You notice a vial of lime green liquid just under the &amp;lt;box&amp;gt;&#039;s lid. The stopper is attached so that the vial will open when the top is lifted.||Releases a cloud of Chlorine gas that will poison everyone in the room. There is a chance that the locksmith will inhale all the gas upon its release, preventing the gas cloud in the room.||a sealed vial,&amp;lt;br/&amp;gt;(easter egg) a stoppered vial||Deadly, Poison, Area&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Trap||Looking closely into the keyhole, you spy what appears to be a pulsating ball with some sort of metal lacing around it. The lacing runs to meet a coin sized piece of metal near the keyhole itself.||Shoots a lightning bolt at the locksmith. Can be amplified if set off in water.||an iron disc||Deadly, Lightning Bolt&lt;br /&gt;
|-&lt;br /&gt;
|Naphtha Soaker||Searching the &amp;lt;box&amp;gt; carefully, you notice a small notch beside a tiny metal lever on the front. Though it&#039;s hard to see, there also appears to be a liquid-filled bladder inside the notch.||A two stage trap. First Failure soaks the Disarmer in naptha. Second failure will ignite the naptha causing damage to various parts of the body and inflicting a hefty damage to vitality. The naptha will eventually evaporate if it&#039;s not ignited.||a metal spring,a tiny metal lever||Deadly, Naptha buring&lt;br /&gt;
|-&lt;br /&gt;
|Naphtha Trap||A tiny striker is cleverly concealed under the lid, set to ignite a frighteningly large vial of naphtha.||Explodes in a large fireball. Can harm others in the room, but they have a chance of avoiding it.||a steel striker||Deadly, Explosion, Area&lt;br /&gt;
|-&lt;br /&gt;
|Poison (Local)||You notice a tiny needle with a greenish discoloration on its tip hidden next to the keyhole.||Inflicts standard poison in either hand.||a broken needle||Deadly, poison&lt;br /&gt;
|-&lt;br /&gt;
|Poison (Nerve)||You notice a tiny needle with a rust colored discoloration on its tip hidden next to the keyhole.||Inflicts nerve poison.||a short needle||Deadly, Nerve Poison&lt;br /&gt;
|-&lt;br /&gt;
|Scythe Trap||Out of the corner of your eye, you notice a glint of razor sharp steel hidden within a suspicious looking seam on the &amp;lt;box&amp;gt;.||Chops off a random hand giving a very heavy bleeder.||a short curved blade||Deadly, hand bleeding&lt;br /&gt;
|-&lt;br /&gt;
|Shocker Trap||You notice two silver studs right below the keyhole which look dangerously out of place there.||Discharges an electrical bolt at the Disarmer. Causes Nerve and vitality damage and inflicts a stun.||some silver studs||Deadly, Nerve and Vit damage&lt;br /&gt;
|-&lt;br /&gt;
|Shrapnel Trap||Squinting slightly to see better, you notice the &amp;lt;box&amp;gt;&#039;s keyhole is packed tightly with a powder around the insides of the lock.||Explodes, casting shrapnel at anyone in the room. The shards seem to pass all the way through the locksmith, but lodge in bystanders.||a steel striker||Deadly, explosion, Area&lt;br /&gt;
|-&lt;br /&gt;
|Teleport Trap||The hinges of the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt; are covered with a thin metal circle that has been lacquered with a shade of &amp;lt;deep ebony/bluish azure/bright crimson&amp;gt;.||Casts the Teleport spell on the locksmith. If the associated moon (see the color of the disc) is down, the locksmith is disintegrated. If the moon is up, they are teleported to a random one of several predetermined locations within nearby hunting grounds. The harder the box, the longer the potential range of the teleport.||a thin metal circle||Deadly, possible disentigration&lt;br /&gt;
|-&lt;br /&gt;
|Bouncing Box||Looking into the keyhole you see what seems to be a pin lodged against the tumblers of the lock. Connected to the pin is a small shaft that runs downward into a shadow.||The box will bounce from room to room and eventually destroys the box. Will toss out the contents of the box as it&#039;s bouncing, one per room (may take several bounces to start), until it runs out, upon which it is destroyed. (At the moment the box doesn&#039;t actually spit out any treasure. This is due to the box changes that made treasure spawn within the box at the moment it is lockpicked.)||a steel pin||None&lt;br /&gt;
|-&lt;br /&gt;
|Curse Trap||While checking the caddy with an careful eye, you notice a small glowing rune hidden inside the box near the lock.||Curses the box and contents so that it can not be dropped/stowed/dismantled. You will need a Cleric with Uncurse to break the curse or a Warrior Mage with Flashpoint. Eventually the curse on the box itself will fade, but the items inside will remain cursed.||a broken rune||Cursed, box won&#039;t leave hand&lt;br /&gt;
|-&lt;br /&gt;
|Frog Trap||While checking the &amp;lt;box&amp;gt; with a careful eye, you notice a lumpy green rune hidden inside the &amp;lt;box&amp;gt; near the lock.||Turns the locksmith into a warty toad. Being kissed will change them back. Will wear off by itself after a few minutes.||a broken rune,&amp;lt;br/&amp;gt;(easter egg) : a lumpy green runestone||Turned into frog temporarily&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap (Laughing)||Examining the box for traps reveals a tiny glass tube filled with a black gaseous substance of some sort and a tiny hammer at the ready to do what it was designed for.||Causes anyone in the room to randomly tell jokes. May cause Roundtimes or cause a character to drop to his/her knees.||a tiny hammer||Involitary roundtimes and kneeling, Area&lt;br /&gt;
|-&lt;br /&gt;
|Mana Sucker||While checking the box for traps, you notice a bronze seal over the box&#039;s lock. The seal is covered in strange runes and a glass sphere is embedded within it.||Drains mana and keeps it there for a few minutes. Uncurse can be used to prematurely end the effect.||a bronze seal,&amp;lt;br/&amp;gt;(easter egg) : a glass sphere||Drains Mana&lt;br /&gt;
|-&lt;br /&gt;
|Mime Trap||A tiny bronze face, Fae in appearance, grins ridiculously from its place on the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;. Some sort of fatty bladder sticks out from the edges of this miniature metallic visage.||Turns the locksmith into a mime. Many actions will result in the mime acting as if stuck in an invisible box, with a 10-second roundtime. Some actions have specific mime interpretations. It will wear off after a time, or can be canceled by a Cleric with Uncurse.||a tiny bronze face||Cursed as a mime&lt;br /&gt;
|-&lt;br /&gt;
|Shadowling Trap||While scanning the &amp;lt;box&amp;gt; with a careful eye, you notice a small black crystal deep in the shadows of the &amp;lt;material&amp;gt; &amp;lt;box&amp;gt;.||Causes the locksmith to speak in gibberish. Does not affect gwethdesuan thoughts.||cracked black crystal||Can&#039;t speak temporarily&lt;br /&gt;
|-&lt;br /&gt;
|Sleeper Trap||Two sets of six pinholes on either side of the oaken coffer&#039;s lock indicate that something is awry.||This will cause you to fall asleep. You will have to WAKE up which takes about 30 seconds.||a capillary tube||Cause SLEEP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Survival skillset,Experience 3.0 skills,Skills}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Murrula%27s_Flames_quest_walkthrough&amp;diff=517597</id>
		<title>Murrula&#039;s Flames quest walkthrough</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Murrula%27s_Flames_quest_walkthrough&amp;diff=517597"/>
		<updated>2020-04-27T13:12:36Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
Given by: Father [[Karjon]] in the church of [[Tiger Clan]]&lt;br /&gt;
&lt;br /&gt;
The original version of this walkthrough was put together by Renkxil and reformatted by Dasffion. It was copied to Elanthipedia from the now shuttered DRSecrets website.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To obtain this spell you need the following:&lt;br /&gt;
* 30 Charisma&lt;br /&gt;
* 35 Discipline&lt;br /&gt;
* [[Item:Holy oil|Holy oil]]&lt;br /&gt;
* a feather from the Crossing cleric shop&lt;br /&gt;
* 13 altar candles and a way to light them&lt;br /&gt;
* holy water&lt;br /&gt;
&lt;br /&gt;
===Recommendations===&lt;br /&gt;
You need to be able to hit the [[bony fylgja]]. In general, this requires at least a 24 mana cast of [[Harm Horde]] or 45 mana cast of [[Harm Evil]] with a minimum of 35 discipline. After step 9 of the quest, you will be randomly ambushed by [[bony fylgja]]. If you can kill them outside the void, then you will be fine on the quest. If you can&#039;t kill them, find someone to teach you Targeted Magic and guard you while you work on the below. Here are some things you can do to improve your chances of hitting:&lt;br /&gt;
&lt;br /&gt;
* Have a 270 minimum average of Holy Magic and Targeted Magic&lt;br /&gt;
* Pick up the Targeted Mastery [[Magical feats|magical feat]]&lt;br /&gt;
* [[Cleric_3.0#Alignment|Align]] to a god to get a Targeted Magic bonus&lt;br /&gt;
* Use [[Time of the Red Spiral]] to boost your [[Harm Evil]] or [[Harm Horde]] spells&lt;br /&gt;
* Get a Moon Mage [[prediction]] on Targeted Magic and/or Holy Magic&lt;br /&gt;
* Adjust your {{com|SPELLS}} {{tt|STANCE 100 70 130}}&lt;br /&gt;
&lt;br /&gt;
Other recommendations for the quest include:&lt;br /&gt;
&lt;br /&gt;
* Using [[Major Physical Protection]] and [[Shield of Light]] with an evasion/shield stance give you the best chance to avoid being hit&lt;br /&gt;
* Cast [[Protection from Evil]] and [[Minor Physical Protection]] just in case you are hit&lt;br /&gt;
* Cast [[Persistence of Mana]] before entering the void to help with mana-intensive casting&lt;br /&gt;
* OM will discharge when going through the portal, so don&#039;t rely on it for POM, or other spells.&lt;br /&gt;
&lt;br /&gt;
===Walkthrough===&lt;br /&gt;
# Talk to Father Karjon in the {{rmap|4a|church of Tiger Clan}}. He&#039;s hard to miss. {{com|ASK}} {{tt|Karjon about Murrula&#039;s Flames}} and he&#039;ll give you a key.&lt;br /&gt;
# Head down to the dark spirits (use [[Divine Radiance]] as a light source), and you&#039;ll find a room that has a pile of rotting timbers in it. Look for the pile that looks &amp;quot;oddly different&amp;quot;. Push on the timbers until the trap door appears. {{com|UNLOCK}} it with the key, {{com|OPEN}} and {{com|GO}} {{tt|trap door}}.&lt;br /&gt;
# Open tome and then {{com|READ}} the tome. Turn tome to change pages and continue reading until the end. There is heavy RT here, but the area is safe.&lt;br /&gt;
# Head to the death spirit area in the {{rmap|60|Forest of Night}} north of Leth Deriel. You may enter through [[Silverclaw Hub]] at any time of day. Begin to {{com|SAY}} {{tt|Findylis}} in every room of the death spirit area.&lt;br /&gt;
# Findylis will take you to her tree and talk to you for awhile then ask you to kill and raise a dryad.&lt;br /&gt;
# Get your holy oil and your feather then head back to the blood dryad and nyad spot. Kill a dryad, cast soul bonding on it, {{com|DIP}} {{tt|feather in holy oil}}, {{com|MARK}} {{tt|dryad with feather}} and then [[Resurrection|raise]] it.&lt;br /&gt;
#*&#039;&#039;MAKE SURE YOU SOUL BOND THE DRYAD.&#039;&#039; If you don&#039;t it&#039;ll raise a corrupted dryad that will kill you.&lt;br /&gt;
# Head back to the same spot and say Findylis again. Here, she will give you a speech, and then ask you to climb her tree and &amp;quot;Master the Echos.&amp;quot;&lt;br /&gt;
# Climb the tree and {{com|LISTEN}}. Various random musics will start to echo. Each time a type of music plays, it will be a favored type of an aspect of Faenella. Idon (heron), is all drums and percussions. Faenella (wren) is all harps and stringed instruments. Murrula (phoenix) is all flutes and woodwinds. {{com|TOUCH}} the figures who correspond to the music. After you touch the figures enough times correctly a long sequence will begin, and you will receive an egg.&lt;br /&gt;
#*You only need to listen once, even if prompted to listen again later.&lt;br /&gt;
#*Wait until an egg appears on the altar and pick it up.&lt;br /&gt;
# Go down and talk to Findylis again. She will tell you to have the immortals cast their benevolent gaze down upon you, etc. Head to the Crossing Temple.&lt;br /&gt;
# The rest of this sequence must be completed in a timed window, or your phoenix will turn back into an egg and you will have to restart at this point. Make sure you have six uninterrupted hours of time on hand.&lt;br /&gt;
# Buy thirteen {{ilink|i|altar candle}}s from a cleric shop or the cart-monk on the temple grounds. Head up to the Eyes of the Thirteen and put a lit candle in each of the candlestick next to each of the Thirteen&#039;s altars. Once they&#039;re all lit hurry down to the {{rmap|2|High altar}} and put your egg on it. If all the candles are still lit, the egg will &amp;quot;hatch&amp;quot; a statue of a phoenix.&lt;br /&gt;
# Clean the phoenix with some holy water. It should read something about the starry road. This means, its off to the {{rmap|31a|Zaulfung}} swamp again!&lt;br /&gt;
#*Apparently if you do not clean the phoenix at the altar it won&#039;t message, but you will be able to complete the quest so long as the phoenix is clean.&lt;br /&gt;
# Go to the greater Zaulfung swamp and go to the area on Ranik&#039;s map marked &amp;quot;Beak&amp;quot; and climb it.&lt;br /&gt;
#*If your climbing skill is lacking, ask a Ranger to cast [[Athleticism]] upon you. 150 Athletics was enough to not need the buff.&lt;br /&gt;
# Go all the way down, go all the way north, and climb the crevice. Go up, and climb the spire (rm93-genie). When you get to the top {{com|PUT}} {{tt|phoenix in spire}}. After a short sequence a portal will open. Get the phoenix from the spire and go through the portal.&lt;br /&gt;
#*Once you enter you will not be able to use any of your inventory. Cast [[Persistence of Mana]] before entering the void.&lt;br /&gt;
# Now, you&#039;re back in the void. Thirteen total [[bony fylgja]] will spawn each holding a carving for a triptych; kill the bony fylgjas and get the carving that they drop. Affix the carving to the triptych of where that aspect of the god is missing (the triptychs are east a bit, don&#039;t bother mapping it). For example, if a shark drops, put it on the triptych with the albatross and dolphin, and so on. See the recommendations above for Targeted/Holy Magic and spell cast mana requirements. Suffice to say, if you have the minimum recommended requirements it will take hours to kill them all.&lt;br /&gt;
#*You will be naked while in the void, so it is necessary to constantly {{com|RETREAT}} when you are engaged. Shield/Evasion stance with [[Shield of Light]], [[Protection from Evil]], and [[Minor Physical Protection]] will help prevent from being one-shot if you do get hit. The safest approach is to not let anything get to melee range. It is rumored to require 500 evasion to avoid getting hit without retreating.&lt;br /&gt;
#*There are random stuns in this area that may drag you off to another room or knock you to the ground. BE CAREFUL!&lt;br /&gt;
#*RECOMMENDATION: If you have [[Harm Horde]], try to group up multiple bony fylgja in one room and kill them together to save time.&lt;br /&gt;
# Once you place all the triptychs, a nebulous rift will open randomly. Go into the nebulous rift.&lt;br /&gt;
#*The rift jumps around the area. If you are having trouble finding it stand in the center room and wait for it to come to you.&lt;br /&gt;
# A long sequence will happen. Go to the lake, put the phoenix on the monolith, and study it. It will take a while, but keep going. Once you do that, another long sequence, you&#039;ll die, and be reborn. Congratulations, the spell is yours.&lt;br /&gt;
#*You will use one favor whenever Murrula&#039;s Flames triggers, including this first time.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=517042</id>
		<title>Pilgrim&#039;s badge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=517042"/>
		<updated>2020-04-10T01:46:04Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Riverhaven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}A &#039;&#039;&#039;pilgrim&#039;s badge&#039;&#039;&#039; is an item used by [[guild association is::Cleric]]s and [[guild association is::Paladin]]s for improving their [[Devotion]] levels and [[Soul System|Soul State]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
Plain pilgrim&#039;s badges can be purchased at [[Brother Durantine&#039;s Shop]] in [[Crossing]].&lt;br /&gt;
&lt;br /&gt;
Lay-pilgrims (non-Cleric/Paladin characters) may also use the pilgrim&#039;s badge to record their visits to holy sites without mechanical benefit for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage and Syntax==&lt;br /&gt;
* {{com|Study}} {{tt|badge}}: For syntax.&lt;br /&gt;
* {{com|Kiss}} {{tt|badge}} &amp;lt;when held&amp;gt;: To bond the badge and make it yours. The first user to kiss the badge bonds it.&lt;br /&gt;
* {{com|PUSH}} {{tt|&amp;lt;altar/statue/image/etc&amp;gt; WITH BADGE}} &amp;lt;when held&amp;gt;: To add and record an altar or holy site to your badge.&lt;br /&gt;
* {{com|Examine}} {{tt|badge}} &amp;lt;when held&amp;gt;: To list which altars you&#039;ve visited on pilgrimage and added to your badge.&lt;br /&gt;
* {{com|push}} {{tt|badge with other badge}} &amp;lt;when holding both&amp;gt;: To combine the altars visited between badges that you own without the need to revisit them.&lt;br /&gt;
* {{com|Pray}} {{tt|badge}} &amp;lt;when held&amp;gt;: To contemplate your holy pilgrimages.&lt;br /&gt;
:The more shrines that have been registered with the badge, the greater the devotion or soul benefit that the badge confers.&lt;br /&gt;
:[[Clerics]] will receive devotion from this action as a [[Clerical rituals|ritual]] on an eighty (80) minute timer.&lt;br /&gt;
:[[Paladins]] can increase the purity of their [[Soul system|soul state]] from this action on a thirty-one (31) minute timer.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{ISearch|pilgrim&#039;s badge}}&lt;br /&gt;
&lt;br /&gt;
=Current Altars=&lt;br /&gt;
There are at least 102 altars, listed below by province, that are currently attuned to pilgrim&#039;s badges.&lt;br /&gt;
&lt;br /&gt;
The noun of the badge-attuned item has been bolded in the room text.&lt;br /&gt;
==[[Zoluren]]==&lt;br /&gt;
&lt;br /&gt;
===[[The Crossing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Rebirth Altar in the Resurrection Creche]]&lt;br /&gt;
:From bank: southwest, go gate, north, go door&lt;br /&gt;
:[Resurrection Creche, Li Stil rae Kwego ia Kweld]&lt;br /&gt;
::Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself.  An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights.  Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine of Tamsine&#039;s Rest]]&lt;br /&gt;
:From bank: east, south, south, go shrine&lt;br /&gt;
:[Tamsine&#039;s Rest]&lt;br /&gt;
::A shady clump of sicle saplings cluster around a large, moss-encrusted fragment of pink coral. Carved into a hollow in the center of the coral landmark is a crude yet moving &#039;&#039;&#039;image&#039;&#039;&#039; of Tamsine, one of the patron goddesses of the town. Before the simple shrine is a low limestone bench, where the weary traveler might take some rest in the shade, leave offerings of flowers or food, and contemplate matters of the soul and spirit. You also see a flat rock and a low gate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Ushnish in the Crossing]]&lt;br /&gt;
:Marked on map near West Gate.&lt;br /&gt;
:[Shrine of Ushnish]&lt;br /&gt;
::In a dark, fetid alley, hard behind the [[Viper%27s_Nest_Inn|Viper&#039;s Nest Inn]], you happen upon a small shrine. Kicking away what appears to be rubbish from around it, you reveal a sculpted granite &#039;&#039;&#039;image&#039;&#039;&#039; of the serpent god Ushnish. Seeing that, you realize with a shudder that it is not rubbish you just pushed aside, but offerings of dead rats, uncured, fresh skins and other offal left by devotees of the viper-headed deity.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Kertigen in the Crossing]]&lt;br /&gt;
:Marked on map near [[Trader]]&#039;s Guild.&lt;br /&gt;
:[Shrine of Kertigen]&lt;br /&gt;
::The shrine here consists of a small rock garden with several stone benches placed at odd angles for meditation. It is a cool and quiet respite that so delights you that you do not at first notice something most remarkable. The miniature landscapes of tiny mountains and dwarf trees are not of stone and twig, but are actually fashioned out of precious metals and minerals. You also see a jade &#039;&#039;&#039;statue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1e|The Crossing&#039;s Clerics&#039; Guild Chapel, devoted to Hodierna and Kertigen]]&lt;br /&gt;
:Marked on map.&lt;br /&gt;
:[Clerics&#039; Guild, Chapel]&lt;br /&gt;
::The roof of this small, quaint chapel reaches a steep peak above, its end eventually lost in the shadows. Candles help to lift the veil of darkness, their silent flames sustaining the tranquility that engulfs the snug chamber. A square &#039;&#039;&#039;altar&#039;&#039;&#039;, located against the western wall, is fitted in front of a window of multi-colored stained glass. Although its colors are dimmed by night, the images fitted into it are illuminated by the burning tapers, rendering them clear enough for viewing. You also see a stained glass window.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The altar in the Crossing Temple&#039;s Sundering Chapel]]&lt;br /&gt;
:Go into the Wedding Chapel and look behind the topiary. Climb down the ladder to the Sundering Chapel.&lt;br /&gt;
:[Beneath the Wedding Glade, Sundering Chapel]&lt;br /&gt;
::Fresh dirt walls have been packed in crudely, a thin tunnel in the ceiling leading up to the wedding chapel above. The faint laughter of a joyous party is heard in the distance, muffled and given an eerie quality tinged with sorrow in this small hovel within the earth. A crude obsidian slab has been smoothed into a makeshift &#039;&#039;&#039;altar,&#039;&#039;&#039; littered with shattered crystal shards -- the remnants of former scission blades, and the only physical trace of the sundered wedding vows made by countless people before. You also see a ripped cotton tapestry and a tarnished brass ladder leading upward through the tunnel to the world above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Ve Aevan Gaenan High Altar]]&lt;br /&gt;
:The central green block in the left diamond on the map.&lt;br /&gt;
:[Ve Aevan Gaenan, The High Altar]&lt;br /&gt;
::High above, the temple&#039;s great iris skylight ushers in the stars&#039; cool illumination, bathing the large metallic &#039;&#039;&#039;altar&#039;&#039;&#039; in pale light. Drawn as if to a lodestone, soft glints of color from the domed Eyes far overhead lend their prismatic overtones to the clarity of starlight. Sweeping majestically upwards from this raised platform, the stairways and benches lining the massive chamber dwindle into deepest shadow as they climb to meet the vague outlines of archways arrayed in a surrounding ring far above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Tiger Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap4a|The altar to Albreda at Tiger Clan&#039;s church]]&lt;br /&gt;
:In the church in [[Tiger Clan]]&lt;br /&gt;
:[Tiger Clan Home, Old Church]&lt;br /&gt;
::Some rows of wooden pews are set before a simple &#039;&#039;&#039;altar&#039;&#039;&#039;. A symbol carved in the shape of a dove rests on a dais, and a quiet peace fills the space in tribute to Albreda&#039;s blessing. Light filters through a high window with dust motes dancing in the tranquil beams. You also see Father [[Karjon]] who is sitting and a wobbly ladder.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Knife Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap5a|The shrine to Huldah]]&lt;br /&gt;
:North end of [[Knife Clan]]&lt;br /&gt;
:[Knife Clan, Shrine]&lt;br /&gt;
::The dim light from a few flickering torches is not enough to cut through the gloom that pervades this cramped alcove.  The cold stone walls seem to close in on all sides.  Against the far wall leans a carved granite statue of a fierce weasel, its small size oddly out of place among the giant Gor&#039;Togs that inhabit these caves.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Northeast Wilds===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Saemaus in the Handfaster&#039;s Glade]]&lt;br /&gt;
:Bottom right of map.&lt;br /&gt;
:[Handfaster&#039;s Glade, Shrine to Saemaus]&lt;br /&gt;
::Soft-scented air fills the glade where patches of blooming tulips splash color against velvety grass tailor-made for bare feet. A lattice arch, covered with the pink blooms of jasmine honeysuckle, embraces and frames a small &#039;&#039;&#039;altar&#039;&#039;&#039; created from a living plant. Benches of polished wood invite couples to stop and bask in the beauty of the area and the warmth of heart&#039;s devotion.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Arthe Dale]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Glythtide in Arthe Dale]]&lt;br /&gt;
:Near swimming hole.&lt;br /&gt;
:[Arthe Dale, Shrine]&lt;br /&gt;
::A simple shrine has been erected in the niche of a large stony outcrop. Moonflower vines climb the column, twining their way around the opening, their brilliant white blossoms providing a festive border. A carved figure of &#039;&#039;&#039;[[Glythtide]]&#039;&#039;&#039; has been set inside the niche.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|Glythtide WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Kaerna Village]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9|Damaris&#039; altar near Kaerna]]&lt;br /&gt;
:Outside [[Kaerna_Village|Kaerna]]&#039;s North Gate through the shack as marked on the Map.&lt;br /&gt;
:[Near Kaerna Village, A Dark Grove]&lt;br /&gt;
::Around you grow trees in a circle so even and perfect they warrant suspicion. In the center of the grove is a deep pool, its surface smooth and glassy, undisturbed by the wind. Peering into it, it takes you a moment to realize that your face is not reflected in the pool and another to realize that neither are the trees. In fact, the only thing that can be seen are stars -- thousands and thousands of endless stars, some of which you know you have never seen in the sky above you. You also see a black obsidian &#039;&#039;&#039;altar&#039;&#039;&#039; with a rough obsidian bowl on it and a dirt path.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9b|Wildflower Meadow, Before the Gods]]&lt;br /&gt;
:Near S&#039;lai scouts hunting grounds outside Kaerna.&lt;br /&gt;
:[Wildflower Meadow, Before the Gods]&lt;br /&gt;
::ildflowers circle a leafy bush and a large, flat boulder, the surface of which is rounded due to years of exposure to the wind and rain.  Lush grass blankets the ground like a living carpet that softens footfalls.  A faint path heads toward the tree line to the north, while the field drops off elsewhere in the other directions.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Stone Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap10a|Basalt altar in Lairocott Brach]]&lt;br /&gt;
:{{com|PRAY}} ALTAR to leave the area when finished.&lt;br /&gt;
:[Lairocott Brach, Lairorung Solsteen]&lt;br /&gt;
::The blank, dark grey walls are smooth and seamless, with one single doorway flowing out of the northeast wall.  The light is dim, and the strong, warm presence of something otherworldly fills the chamber.  A small altar rests against the west wall, looking as if it were shaped from the living stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Northern Trade Road]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap11|The shrine at Eluned&#039;s Pool]]&lt;br /&gt;
:{{com|meditate}} in the Silvery Pool until you are transformed into a fish and swim into the Crystal Cavern. ({{com|meditate}} again to get out.)&lt;br /&gt;
:[Crystal Cavern]&lt;br /&gt;
::This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone &#039;&#039;&#039;statue&#039;&#039;&#039; of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap12a|The altar at Misenseor Abbey]]&lt;br /&gt;
:First room inside the Abbey proper.&lt;br /&gt;
:[Misenseor Abbey, High Altar Chamber]&lt;br /&gt;
::Wavering light produced by several glowing braziers offers enough illumination to make out discernible shapes. A series of thirteen stone columns thrusts up from the black marble floor, the tops lost in the inky darkness high above. Arrayed in a sweeping arc, these great columns stand like a ring of guardians, bringing focus to the high &#039;&#039;&#039;altar&#039;&#039;&#039; that rests upon a raised dais. As if tended by unseen servants, this place of power has remained in pristine condition despite the passage of time. You also see an ironbound door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Southern Trade Route===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|The shrine at Hodierna&#039;s Solace]]&lt;br /&gt;
:Top left of map, before the green block&lt;br /&gt;
:[An Ancient Tree]&lt;br /&gt;
::Silvery beams of moonlight stream through irregular stained-glass windows, illuminating the intricate carvings which adorn the walls and dome of this cylindrical living chapel. A single, ornately engraved &#039;&#039;&#039;column&#039;&#039;&#039; grows from the center of the room and rises to meet the delicate arched ceiling. You also see a fragile-looking book on a simple stand and a circular staircase.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|column WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|Asketi&#039;s altar in the Forest of Night]]&lt;br /&gt;
:Blood nyads and blood dryads populate this room and can engage you in combat.&lt;br /&gt;
:[Forest of Night, Blackfruit Tree]&lt;br /&gt;
::The grass of the path ends abruptly as a large swatch of circular bare dirt interrupts the path.  At the center of the clearing, a large blackfruit tree grows and before it rests a small altar.  A smoking censer releases a heavy perfume into the thick and heavy night air, attracting insects who announce their presence with dischordant buzzing and pricking bites.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Leth Deriel]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap61|The altar at Kilth Aldiyaus]]&lt;br /&gt;
:[Kilth Aldiyaus, Prayer Branch]&lt;br /&gt;
::Vaulted beams are carved into the grain of the wooden walls. Echoes of mumbled prayers and heartfelt supplications are amplified by the room&#039;s curvature. In the reverberating din, the names of all the deities mingle, then merge as one. A polished Sana&#039;ati wood &#039;&#039;&#039;altar&#039;&#039;&#039; is surrounded by hooded figures kneeling on the bare floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ilaya Taipa]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap112|The depart altar]]&lt;br /&gt;
:Once inside the chapel, {{com|climb}} staircase.&lt;br /&gt;
:[Ilaya Taipa Chapel, Inner Sanctum]&lt;br /&gt;
::Blue-green stairs shimmer like ice as they curve around the outer perimeter of the room.  Something, either magic or mechanical, causes water to flow continuously down the outside of the sanctum&#039;s glass walls, flooding the interior with wavering moonlight.  Concentric rows of benches angle down toward the central altar, a simple piece of polished grey driftwood decorated with scattered water lilies.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Corn Maze===&lt;br /&gt;
&lt;br /&gt;
*[[The Corn Maze altar]]&lt;br /&gt;
:From the maze entrance keep going east until you reach the altar.&lt;br /&gt;
:[Corn Maze, Labyrinth]&lt;br /&gt;
::Tall stalks of ripe corn tower high on either side of the thoroughfare that winds through the field, forming a thick, dense maze.  The leaves and branches bend inward and almost meet overhead, giving the maze an almost claustrophobic feel.  Dry, almost dusty dirt lies bare in neat, even spaces between the ripening rows, which have changed from a green to a nearly golden color.  You also see a cedar ‘’’altar’’’.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Therengia]]==&lt;br /&gt;
&lt;br /&gt;
===Gate of Souls===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap14a|The Temple of Ushnish]]&lt;br /&gt;
:This is along the NTR towards the Riverhaven Ferry.&lt;br /&gt;
:[Temple of Ushnish, Central Altar]&lt;br /&gt;
::The central altar is austere, lacking the carvings found in other areas of the temple.  No vipers coil along the sandstone walls, no elaborate paintings adorn the chamber.  All attention is focused upon an upthrust &#039;&#039;&#039;slab&#039;&#039;&#039; of polished black basalt veined with a natural serpentine pattern of deep green olivine. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine to Divyaush in Riverhaven&#039;s Temple]]&lt;br /&gt;
:From the Temple gate go E, N, NW, go path.&lt;br /&gt;
:[Temple, Shrine]&lt;br /&gt;
::Strong marble columns stand at the four corners of the shrine supporting an intricate latticework roof covered in flowering vines. A simple marble &#039;&#039;&#039;altar&#039;&#039;&#039; stands at the far end of the shrine before a brilliant tapestry in black and gold. The ground is strewn with fresh rose petals which give off a sweet perfume as you walk. You also see an ash and plaster gazebo that is set off to one side of the garden.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine of Harawep in Riverhaven]]&lt;br /&gt;
:From the Temple gate go NW, go trail, go curtain.&lt;br /&gt;
:[Temple, Dark Shrine]&lt;br /&gt;
::A faint whiff of corruption rises from piles of old rotting leaves covering the ground you stand on. The spreading foliage overhead casts deep shadows over the area, and you glance warily into the darkened recesses trying to find some source for the unease you feel. Towering thorn hedges all about you seem to creep closer as you watch. You also see a worm-eaten wooden &#039;&#039;&#039;statue&#039;&#039;&#039; standing astride a dark opening into the ground.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|Drogor&#039;s sacrificial altar by Faldesu River.]]&lt;br /&gt;
:Just outside the East Gate of Riverhaven.&lt;br /&gt;
:[Riverhaven, Stone Bridge]&lt;br /&gt;
::The lanes outside the eastern gate of Riverhaven are crowded with the bustle of street peddlers and merchant wagons coming and going in a great rush to sell their wares.  Beggars line the paved road, aware that the more influential and wealthy folks use this gate.  They hover, hands extended, hoping that a moment of kindness and charity might befall them.  A stone bridge that once provided passage across the river is now little more than a crumbling stone pier used by some local fishermen.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Zaulfung]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|The shrine of Urrem&#039;tier, a forsaken testament]]&lt;br /&gt;
:The green room marked hole on the map. The sliver is in the hole.&lt;br /&gt;
:[Zaulfung, Thicket Clearing]&lt;br /&gt;
::The brittle fingers of greyed and dying brush reach toward you imploringly from all sides. A ring of broken and yellow bones forms a formidable barrier around a gaping hole in the earth. A faint rustling interspersed with long periods of silence warns you of foreign eyes watching, and waiting.&lt;br /&gt;
:::In the gaping hole you see a small &#039;&#039;&#039;sliver&#039;&#039;&#039; of black marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael]]&lt;br /&gt;
:Climb the beak on the map.&lt;br /&gt;
:[Kweld Gelvdael, Vulture&#039;s Maw]&lt;br /&gt;
::Grotesque depictions of horrific beasts are etched over the dark stone walls like cobwebs, each unique and intricate in its own right. The entrance to this dark grotto gapes open, carved by the hands of the ancients to pay homage to Aldauth&#039;s vulture. Beyond the edge of the massive beak structure you perch upon, the rancid swamp stretches out below. You also see a rough basalt vulture&#039;s &#039;&#039;&#039;tongue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|tongue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The Scorpion&#039;s Stinger]]&lt;br /&gt;
:Climb to the tail on the map.&lt;br /&gt;
:[Kweld Gelvdael, Scorpion&#039;s Stinger]&lt;br /&gt;
::The precarious steps come to an end at last, at the end of the scorpion&#039;s tail.  The swamp stretches out far below, the city of Riverhaven nestled beyond its wretched grasp far to the west.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|spire WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31d|The fallen altar in Maelshyve&#039;s Fortress]]&lt;br /&gt;
:Marked on the top-right corner of the map. Unless you have a good guide, do not attempt to go here unless you have at least 100 each in climbing and swimming and can handle Maelshyve&#039;s servants (Maelshyvean cinder beasts, Maelshyvean shadow beasts, and Maelshyvean hierophants).&lt;br /&gt;
:[Maelshyve&#039;s Fortress, Fallen Altar]&lt;br /&gt;
::The stacked skull totems form a ring around the edge of the great dais, their feeble collective glow struggling to fight the shadows encroaching upon this corrupt shrine. A large &#039;&#039;&#039;altar&#039;&#039;&#039; of black marble stands prominently near the northern edge of the dais, its broad flat surface reflecting the sickly glow with a lustrous sheen. Behind the altar a black marble statue stands, framing the altar with its massive wingspan. You also see an obsidian scorpion.&lt;br /&gt;
&lt;br /&gt;
===[[Rossman&#039;s Landing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34a|Berengaria&#039;s altar in Rossman&#039;s Landing church]]&lt;br /&gt;
:The church is marked on the map.&lt;br /&gt;
:[Rossman&#039;s Landing, Church]&lt;br /&gt;
::A stained glass window fills the eastern wall, situated to catch the rising sun. Beneath it, the &#039;&#039;&#039;altar&#039;&#039;&#039; is covered by a grass-green velvet cloth embroidered with images of cows and grain to honor the goddess [[Berengaria]]. Sheaves of wheat bound with ribbons decorate the walls of this simple village church.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===North Road===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|Kuniyo&#039;s stone altar at the Forest&#039;s Path&#039;s End]]&lt;br /&gt;
:Marked on the map directly below El&#039;Bain&#039;s Stop.&lt;br /&gt;
:[Forest, Path&#039;s End]&lt;br /&gt;
::The trees round out the path, ending it with a thick stand of tender maple, spinebrush, and aspen. Bowing silently in homage to the small &#039;&#039;&#039;altar&#039;&#039;&#039; set up at the spot where the path terminates, the trees nod in a gentle breeze, reaffirming their faith to the entity that guards and protects them from harm.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|The shrine of the Huntress in a dark thicket]]&lt;br /&gt;
:At the very southern end of the [[Kelpie]] and [[Wood Troll]], hunting area SEARCH for the trail. You will need ~35 [[perception skill|percepion]].&lt;br /&gt;
:[Dark Thicket, Shrouded Clearing]&lt;br /&gt;
::The trees form a horseshoe around the dark green clearing, the heavy foliage from the various oaks and ash that grow abundantly here weaving a tangled canopy which blocks light with the completeness of death. Pushed up against the very center of the &amp;quot;shoe&amp;quot; is a magnificent &#039;&#039;&#039;statue&#039;&#039;&#039; of a proud-faced woman holding a basin in her hands. A faint forest trail leads off from where the grove opens up, slicing neatly through a second growth of trees before vanishing into the woods.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap43|The altar in Ker&#039;Leor, Zindalyi Lyba]]&lt;br /&gt;
:At the very northern end of the [[Dark Spirit]] hunting area.&lt;br /&gt;
:[Ker&#039;Leor, Zindalyi Lyba]&lt;br /&gt;
::A rough chunk of stone rises from the floor as though it grew from the mountains themselves. Closer inspection reveals careful chiseling and subtle carving to create a flat-topped &#039;&#039;&#039;altar&#039;&#039;&#039;. This part of the tunnel is hushed, the stone floor clean, the walls spotless, but thrums with power. Someone -- or something -- keeps the altar in good repair. Small bits of bone and feathers are arranged behind the altar, holding meaning known only to those who laid them there.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Fornsted]]===&lt;br /&gt;
*[[RanikMap44|The Fornsted chapel]]&lt;br /&gt;
:At the depart chapel.&lt;br /&gt;
:[Fornsted, Chapel]&lt;br /&gt;
::The chapel is built of fine-grained deobar wood.  The predominant feature is an &#039;&#039;&#039;altar&#039;&#039;&#039; of polished alabaster, a bronze lion depicted on the front in tile mosaic.  Poised above the altar is a luminous gold and jade cobra with emerald eyes, its silver tongue forking between sharp fangs.  A few candelabra are scattered about the room, illuminating the cherrywood benches facing the front of the chapel. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Siksraja]]===&lt;br /&gt;
*[[RanikMap149|A stone sliver in Siksraja]]&lt;br /&gt;
:The Rakash favor cave.  Note that the sliver is not visible in room LOOK.&lt;br /&gt;
:[Dzilvawta Ala, Redivawzis Niche]&lt;br /&gt;
::Sandstone and earth form a narrow, long cocoon with just enough height to stand upright.  The roughly chiseled ceiling and uneven walls appear deliberately patterned.  Directly in front of a small niche, recessed into the back wall, are remnants of a fire that scorched the earthen floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Therenborough]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42|Therenborough&#039;s Village Chapel]]&lt;br /&gt;
:The central room of the Chapel on the southeast side of [[Therenborough]].&lt;br /&gt;
:[Therenborough Chapel, Interior]&lt;br /&gt;
::The city&#039;s tiny chapel is a simple square room furnished with polished oak pews facing a raised &#039;&#039;&#039;altar&#039;&#039;&#039;. The small stained-glass window over the entry door sparkles with candle light and casts a subdued light upon the altar, causing the embroidery on the altar cloth to glow with a silky bluish tint. A single brass candlestick rests in the middle of the cloth. You also see a marble bier with a brilliantly polished suit of full plate armor engraved with the seal of Therengia on it, a curtained opening, and a small birch door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42a|Chadatru&#039;s Chapel in Theren Keep]]&lt;br /&gt;
:From the Keep doors go N, E, go passage, climb stair, S, S, E&lt;br /&gt;
:[Theren Keep, Chapel]&lt;br /&gt;
::Sunlight is welcomed into the Chapel of Chadatru by the rainbow colors of a stained glass window set in the eastern wall. A richly embroidered tapestry serves as a backdrop to a polished ash altar carved with the image of a golden lion upon its surface. Simple oak benches have been placed here so the devout can come and observe the first rays of dawn blaze into existence across the face of the window, casting its fiery light across the &#039;&#039;&#039;altar&#039;&#039;&#039; of the god of justice. You also see a marble archway, a blue silk curtain and a fragile-looking book on a small stand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Throne City]]===&lt;br /&gt;
*[[RanikMap35|Hodierna&#039;s Gift Cathedral]]&lt;br /&gt;
:In the Cathedral Ruins.&lt;br /&gt;
:[Hodierna&#039;s Cathedral Ruins, Unicorn Pedestal]&lt;br /&gt;
::Rising above the cold surface of the granite floor, delicately polished pearl-white marble bricks form an &#039;&#039;&#039;altar&#039;&#039;&#039; surrounded by a wide circular pedestal.  In contrast to the dilapidated architecture surrounding it, a sculpted ivory unicorn stands proudly atop the marble platform, defying the passage of time that has so completely set its home in ruins.  A faint peaceful glow fills the air -- a reminder that Hodierna still smiles upon this place, despite the level of solitude the church now inhabits.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Muspar&#039;i]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Ganen Eliza altar.]]&lt;br /&gt;
:The altar is within the Cleric Guildhall.&lt;br /&gt;
:[Ganen Eliza, Somber Chapel]&lt;br /&gt;
::Standing at the center of the oblong chamber that yawns from northwest to south, brass candelabras festooned with desert-thistle wreaths surround a low altar of carved quartz.  A fine crack runs diagonally through the glossy stone, splitting it neatly in half, though the two segments remain pressed together.  Ghostly tallow candles -- the only permanent light source for the small room -- burn atop their respective perches, working desperately to illumine the paintings that line the curving walls.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Temple of Hav&#039;roth, Muspar&#039;i]]&lt;br /&gt;
:The Temple is marked on the map, once inside keep heading Northwest.&lt;br /&gt;
:[Temple of Hav&#039;roth, Altar of Hav&#039;roth]&lt;br /&gt;
::Sacred icons and ancient gold triptychs adorn the polished sandalwood shelves behind the ruby and gold altar of Hav&#039;roth. Smoky strands of pungent incense drift out of censers placed around the &#039;&#039;&#039;altar&#039;&#039;&#039; to hang lazily in mid-air. Lofty tracery windows climb up the wall behind the iconic stands to the base of the semidome above, letting light flood across the altar.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|A battered altar construct in Muspar&#039;i, Golden Heights]]&lt;br /&gt;
:Near the northern most part of the city, marked on the map.&lt;br /&gt;
:[Muspar&#039;i, Golden Heights]&lt;br /&gt;
::Several twisting passages meet in a labyrinthine tangle at the crest of the hill, where a steep cliff drops away into empty darkness, prohibiting further progress to the south. Mournful gusts of wind sweep showers of fine sand across the crumbling remains of buildings lying shrouded in shadows. One ancient stone &#039;&#039;&#039;construct&#039;&#039;&#039;, alone maintaining some semblance of its former glory, stands apart at the edge of the precipice.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|construct WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Desert Oasis===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap48|A basalt slab at Sand Clan]]&lt;br /&gt;
:From the central junction of Haizen Cugis, go sw, w.&lt;br /&gt;
:[Heru Taipa, Haizen Cugis]&lt;br /&gt;
::Formed in some sort of natural windfall, the path widens into a tear-shaped paddock lined by modest tents.  Few formations like this are common in the desert, making its seclusion from the rest of the hamlet somewhat peculiar.  At the center of the clearing stands a &#039;&#039;&#039;slab&#039;&#039;&#039; of basalt supported on a sandstone boulder and surrounded by similar small rocks.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Ilithi]]==&lt;br /&gt;
&lt;br /&gt;
===The Gash===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap62|The altar to Berengaria in the Gash]]&lt;br /&gt;
:A green room marked altar directly above the word [[snowbeast]] on the map. This is a non-combat safe room.&lt;br /&gt;
:[The Gash, Small Copse]&lt;br /&gt;
::Strangely, the ravages of day and night, which affect the other parts of The Gash, do not invade this secluded sanctuary. A sense of calm pervades this peaceful thicket. You also see a small stone &#039;&#039;&#039;altar&#039;&#039;&#039; with a small statue on it.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===The Road to Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The shrine of the Dragon]]&lt;br /&gt;
:Past the bridge over the Jademist river, look under rock, go stairs, west, search mural, go arch. The arch to get out is behind the tapestries.&lt;br /&gt;
:[Shrine to the [[World_Dragon|Dragon]], Central Chamber]&lt;br /&gt;
::This chamber is carved directly into the stone of the caverns. The walls are a dark green jade, encircling a stained &#039;&#039;&#039;altar&#039;&#039;&#039; that rests in the very center. Statues, shattered and smashed by time and angry mortal hands alike, stand forever frozen in broken dances. Elegant brass sconces still flicker with mystic lights, dim but bright enough to illuminate the area. You also see a stained jade &#039;&#039;&#039;altar&#039;&#039;&#039;, some twisted stone stairs, and some tattered silk tapestries.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The wedding chapel at Marachek&#039;s Oak]]&lt;br /&gt;
:From the main hall: climb stairwell, s, go arch.&lt;br /&gt;
:[Marachek&#039;s Oak, Wedding Chapel]&lt;br /&gt;
::An air of quiet solemnity hangs over this room, so atypical in Marachek&#039;s Oak.  White stones that radiate a soft, even light line the floor&#039;s edge like wise, silent curates.  A low, round pedestal of grey marble rests beneath a slowly turning copper &#039;&#039;&#039;disk&#039;&#039;&#039;.  It hangs from a crosshatched wattle roof several feet above the highest visitor, beyond which lies only deeper shadows receding upwards into the tree.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|disk WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64c|An ebony altar in a secluded shrine on the Darkmist Moor]]&lt;br /&gt;
:The green room marked altar in the middle of the [[crag]], [[Dusky_Scythewing_Moth|moth]], and [[Glistening_Scythewing_Larva|larva]] hunting grounds. This is a non-combat safe room.&lt;br /&gt;
:[Darkmist Moor, Secluded Shrine]&lt;br /&gt;
::Shrouded in dark purple mist, a tall ebony &#039;&#039;&#039;altar&#039;&#039;&#039; rises from the overgrown grass. A collection of hideous gargoyles stands sentry in a macabre circle around the shrine, sneering inward at the scarred monolith.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Light]]&lt;br /&gt;
:[Temple of Light, Alcove of Eylhaar]&lt;br /&gt;
::Dark grey walls enclose a somber chamber dominated by an ebony dais in the center of the room.  Censers in the four corners fill the air with the aroma of sandalwood.  Worshipper&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Darkness]]&lt;br /&gt;
:[Temple of Darkness, Aldauth&#039;s Alcove]&lt;br /&gt;
::Larger than the other alcoves in deference to the god of dark endings, most of the space is wasted since the only permanent fixture is a small black altar in the center of the rectangular room.  The air is neither hot nor cold, and there is no discernable fragrance.  Stripped down to the bare black marble floor, walls and altar, this is a quiet statement of just what we take with us when Aldauth pays his final visit.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Undershard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67b|The Undershard temple]]&lt;br /&gt;
:Temple to Hodierna, in the southeast corner of the map.&lt;br /&gt;
:[Undershard, Temple of Hodierna]&lt;br /&gt;
::This abandoned storage chamber has been refurnished as a temple, the rough stone walls painstakingly painted with beautiful, elaborate murals.  An &#039;&#039;&#039;altar&#039;&#039;&#039; of rosewood stands at the center of the room, lit with beeswax candles and surrounded by small piles of crude offerings from passers-by.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Darkling Wood]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|A granite plinth at Shadow&#039;s Reach]]&lt;br /&gt;
:On the eastern side of the map.&lt;br /&gt;
:[Shadow&#039;s Reach, Plinth]&lt;br /&gt;
::This hewn &#039;&#039;&#039;plinth&#039;&#039;&#039; of black granite is a perfectly symmetrical ashlar symbolizing the rectitude of a pure soul.  The top is charred and blackened with fire, but kept free of ashes by the swift winds.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|plinth WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|Corik&#039;s Wall, Chantry]]&lt;br /&gt;
:Marked &#039;altars&#039; on map.&lt;br /&gt;
:[Corik&#039;s Wall, Chantry]&lt;br /&gt;
::Tall brass candlesticks flank two &#039;&#039;&#039;altars&#039;&#039;&#039; draped in emerald silk that occupy a deep alcove.  One is carved of deep crimson bloodwood and the other of fine-grained ironwood.  Though no sunlight enters the windowless chantry, a bowl of oil burning behind a stained glass panel sends bright colors chasing shadows into the far corners.  Before the altars are worn velvet-clad kneelers embroidered with a laurel encircling a lion&#039;s claw.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===West Gate of Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap70|Kerenhappuch&#039;s hot springs]]&lt;br /&gt;
:Marked as &#039;altar&#039; on map.&lt;br /&gt;
:[Foot of Wyvern Mountain, Thick Ledge]&lt;br /&gt;
::The large boulders from below give way to small stones and rocks scattered haphazardly onto a thick ledge that opens into a hollowed-out area.  Large enough for even the tallest Gor&#039;Tog to stand upright, it appears the deep scratches and jagged gouges in the surrounding walls were hewn by mortal hand.  A flickering wall torch casts a feeble light over a pine &#039;&#039;&#039;altar&#039;&#039;&#039; sitting flush against the back wall. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Steelclaw Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap66a|The chapel in Steelclaw clan]]&lt;br /&gt;
:The chapel is marked on the map.&lt;br /&gt;
:[Steelclaw Clan, Chapel]&lt;br /&gt;
::Leaded glass windows fill the eastern wall, allowing the first light of day to illuminate the intricate mosaic that covers the chapel floor from wall to wall. At each of the other three cardinal points an &#039;&#039;&#039;altar&#039;&#039;&#039; stands - the southern one formed of living wood, the northern of a roughly hewn slab of basalt and the western carved from bone. Dozens of candles, guttering nubs and brightly burning pillars, adorn each altar yet the surfaces and facings are clean, without wax drip or scorch mark.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Gilen Otso Steppes===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71|Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes]]&lt;br /&gt;
:The altar is a few rooms before the gate to Horse Clan, marked on the map.&lt;br /&gt;
:[Gilen Otso Steppes, Prairie Grove]&lt;br /&gt;
::A gentle breeze whispers through this small space, lightly ruffling the tendrils of the thick emerald green moss that covers the ground like a rich velvet cloak.  The canopy of leaves close in protectively above, allowing only a small patch of night sky to be visible.  Emerging from the shadows, a masterfully carved totem in the image of an antelope guards a fine-grained ash &#039;&#039;&#039;altar&#039;&#039;&#039; from any peril the darkness may bring.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Horse Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71a|A purple osage heartwood altar at Horse Clan]]&lt;br /&gt;
:Southwest corner of the map.&lt;br /&gt;
:[Zaldi Taipa, Shaded Grove]&lt;br /&gt;
::The sweet sound of water bubbles nearby as the pathway drops into a grove of sycamore, their lower branches ornamented with an assortment of felt and kidskin pouches.  Around the base of the trees, ornate yucca baskets trimmed with quail and meadowlark feathers hold fragrant sage leaves and bundles of delicate bird bones wrapped with braided grass.  A small &#039;&#039;&#039;altar&#039;&#039;&#039; crafted of deep purple osage heartwood holds a beaded hawk-wing fan framing a brass bowl filled with milk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[House of the Revenant Fang]]===&lt;br /&gt;
*[[:File:Map_ashala_taman.jpg|Dergati&#039;s shrine at Ashala&#039;taman, Promenade of Chaos.]]&lt;br /&gt;
:Found during the limited availability [[:Category:Microtrans_events|MicroTrans event]] in the [[Ashala&#039;taman|Ashala&#039;taman tower]] section.&lt;br /&gt;
:The rooms constantly shift, so look for the &#039;&#039;Promenade of Chaos&#039;&#039; rooms, and then for &#039;&#039;Dergati shrine&#039;&#039; in the room description.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Qi&#039;Reshalia]]==&lt;br /&gt;
&lt;br /&gt;
===[[Taisgath]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap90d|The shrine to Phelim on Taisgath]]&lt;br /&gt;
:Accessible from Ratha via moongate.&lt;br /&gt;
:[Crescent Cove, Shrine to Phelim]&lt;br /&gt;
::Open to the sky above, this quiet enclosure is dedicated to Phelim, Lord of Dreams.  Odd sigils adorn the arches forming the shrine and a raised pedestal at the center of the shrine supports a Halfling-high &#039;&#039;&#039;statue&#039;&#039;&#039; of the deity.  Though no censers are apparent, the scent of sandalwood permeates the air.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The altar of the dark aspects in Ratha]]&lt;br /&gt;
:North of the Green.&lt;br /&gt;
:[A Pine Thicket]&lt;br /&gt;
::The scent of pine resin and decaying wood permeates this dark stand of trees. The sky is completely blocked from view by the overhanging boughs, and the air is still and suffocating. There is a sense of being watched, by something. You also see a cold metal &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Hodierna&#039;s Sanctuary, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Go arch twice to reach the altar.&lt;br /&gt;
:[Temple of [[Hodierna]], Holy Sanctuary]&lt;br /&gt;
::The main part of the temple is dedicated to the goddess herself. Entering through the arch, the first thing your eyes rest upon is the wall directly opposite the entrance. An awe-inspiring mural of Hodierna, made out of thousands of tiny colored tiles, covers the entire length of the sanctuary. Each tile is carefully placed, detailing the goddess&#039; features, giving her an almost life-like appearance. The &#039;&#039;&#039;altar&#039;&#039;&#039; is made of a pure white marble and polished to a lustrous shine. You also see a carved ivory arch.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Phelim&#039;s Temple, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Climb steps, Go building.&lt;br /&gt;
:[Phelim&#039;s Temple, Planetarium]&lt;br /&gt;
:The domed roof of Phelim&#039;s temple is open to the night sky with a large telescope pointed towards the heavens. You also see a cage of nightingales, a doorway, a black marble &#039;&#039;&#039;altar&#039;&#039;&#039;, and a shimmering moongate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Urrem&#039;tier&#039;s Scorpion, Ratha]]&lt;br /&gt;
:From the Green, North, Northeast, Go doorway, Go archway.&lt;br /&gt;
:[Urrem&#039;tier&#039;s Temple, Dark Alcove]&lt;br /&gt;
::Snickering noises echo in the alcove, or maybe it is the unknown breeze that chills the air even colder here than in the outer room. Shadows dance on the walls yet there is no light source visible to cause them. A larger than life onyx scorpion &#039;&#039;&#039;statue&#039;&#039;&#039; stands menacingly in the middle of the room.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Faenella&#039;s Temple, Ratha]]&lt;br /&gt;
:In the central eastern part of the Third Tier, in the same area for training [[Charisma]].&lt;br /&gt;
:[Faenella&#039;s Temple, Sanctum]&lt;br /&gt;
:Smooth, dark wooden walls curve around this tall narrow room. The only window is a skylight above a pale &#039;&#039;&#039;statue&#039;&#039;&#039; of Faenella, sculpted kneeling before a basin of water placed in the center of the space. One half of the room is strung with golden wires that run from the floor to the ceiling, and sound in the chamber vibrates them to a pleasing tone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Everild&#039;s Temple, Ratha]]&lt;br /&gt;
:Central western portion of the Third Tier. Go door, Go cave.&lt;br /&gt;
:[Everild&#039;s Temple, Inside the Cave]&lt;br /&gt;
::The small cave provides a rustic setting for the boar statue, which is made of cold bronze. Although poised as if sleeping, its body is tense and a single open eye appears to watch every movement. You also see a rough stone &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Damaris&#039; Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, West, West, Northwest.&lt;br /&gt;
:[Damaris&#039; Temple, Altar Hall]&lt;br /&gt;
:A long narrow hall focuses attention on an altar at the western end. The only ornament is the floor, an image of an elongated panther created from black marble floor tiles set against white shimmering stone. The paws of the panther embrace the &#039;&#039;&#039;altar&#039;&#039;&#039;, and its tail curves around to the door leading outside the temple.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The shrine to Glythtide, Ratha]]&lt;br /&gt;
:On the third tier just Southeast of the sewer entrance.&lt;br /&gt;
:[Glythtide&#039;s Shrine]&lt;br /&gt;
::The shrine room is shaped like a burrow, all corners rounded and smooth. Mown grasses and meadowsweet stems cover the floor in a fragrant strewing, but the main focus of the shrine remains the &#039;&#039;&#039;statue&#039;&#039;&#039; honoring the god [[Glythtide]]. You also see a wall hanging.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Chadatru&#039;s Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, Southeast, East, Go courtyard.&lt;br /&gt;
:[Chadatru&#039;s Temple, Forecourt]&lt;br /&gt;
::A row of columns frames the tall, broad temple building that rises ahead. Hundreds of burning candles rest on the low courtyard walls, illuminating this small forecourt and brightening the white pebbles underfoot. A fountain above the &#039;&#039;&#039;altar&#039;&#039;&#039; on the western wall spills fresh water over its surface, keeping the altar glistening softly in the candle light. You also see the temple entrance.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Kertigen&#039;s Temple, Ratha]]&lt;br /&gt;
:Located in the Southwestern most portion of the Third Tier.&lt;br /&gt;
:[Kertigen&#039;s Temple, Apse]&lt;br /&gt;
::Although there are no pews for worshippers to rest on, here at the front of the temple are several long wooden benches. A curved railing shaped much like the bow of a ship encloses the &#039;&#039;&#039;altar&#039;&#039;&#039;, protecting and framing it splendidly. You also see a doorway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Eluned&#039;s Temple, Ratha]]&lt;br /&gt;
:Northwestern portion of the map.&lt;br /&gt;
:[Eluned&#039;s Temple, Devotion Pool]&lt;br /&gt;
::The main portion of the temple is a large pool surrounded by a border of smooth raked sand.  On the western wall, a waterfall tumbles merrily into the pool and splashes clear water that foams and froths gently on the surface.  You also see a smooth turquoise &#039;&#039;&#039;altar&#039;&#039;&#039; and a shell-lined archway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Truffenyi&#039;s Fountain, Ratha]]&lt;br /&gt;
:From forge, go se, se, e, e, e, se.&lt;br /&gt;
:[Truffenyi&#039;s Fountain]&lt;br /&gt;
::The grassy green surrounds a large, sparkling white marble fountain.  At the fountain&#039;s center is a statue of the god Truffenyi, in mortal form, rendered by the carver as a strong muscular human warrior.  The water arcs from the rim of the fountain and rains down from above on the &#039;&#039;&#039;statue&#039;&#039;&#039; which gazes patiently on the mortal world.  Within the pool of the fountain are smaller carvings of the deity&#039;s aspects, the weasel and the magpie.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Sshoi-sson Palace]]&lt;br /&gt;
:Once inside Palace, go east.&lt;br /&gt;
:[Sshoi-sson Palace, Eastern Portico]&lt;br /&gt;
::Gazing out across the city towards the sunrise, the eastern portico offers an inspiring view to the early risers of the town.  From time to time, services are held here to welcome the day.  A low &#039;&#039;&#039;altar&#039;&#039;&#039; with a sunrise carved into the pale yellow stone is set here for that mission.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The Alamhif statue on Shh&#039;o&#039;kumu Terrace]]&lt;br /&gt;
:Located on the eastern side of the 4th Tier Terrace.&lt;br /&gt;
:[Shh&#039;o&#039;kumu Terrace, Cherrywood Lane]&lt;br /&gt;
::Several lovely homes are set back from the lane.  Large cherrywood trees span the lane creating a cathedral-like effect, hence the lane&#039;s name.  The driveways, landscaping and finishing touches of every home in the area speak of the tremendous wealth found in this privileged community.  You also see a platinum Alamhif &#039;&#039;&#039;statue&#039;&#039;&#039; and an elegant cedar-gabled home.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Reshalia]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap93|The shrine to Berengaria on Reshalia]]&lt;br /&gt;
:The mud outside the shrine is very slippery!&lt;br /&gt;
:[Shrine to Berengaria]&lt;br /&gt;
::Although constructed simply and lacking any costly materials, it&#039;s obvious this shrine was built with deep devotion.  Finely fitted boards of elm form the walls of the small structure, while the plank floors are covered with a freshly woven oat-straw matting.  The murals on the walls are simple but painstakingly done.  Copper cowbells hang around the perimeter, and sound low clungs in the breeze that blows in the door.  You also see an elmwood &#039;&#039;&#039;altar&#039;&#039;&#039; and a path out.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Pokekehekepi]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap97|The Shell Shrine of Pokekehekepi]]&lt;br /&gt;
:Blue square on the eastern side of the map.&lt;br /&gt;
:[Shell Shrine]&lt;br /&gt;
::Long, curving protrusions jut out from between the shells that make up the walls here, wickedly sharp and waiting for someone careless enough to stumble over the simple &#039;&#039;&#039;altar&#039;&#039;&#039; nestled in the sand floor.  Dark husks of now dead malchata stand a quiet vigil in the recesses opposite the shrine entrance, their bodies somehow preserved from reverting back into sand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The main altar in Halasa Temple, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:Board a currach at any of 3 docks marked on the [[RanikMap99|map of Aesry]]. UNTIE Currach, then ROW ROCK until you get close to the rock (close enough to touch it), TIE CURRACH TO ROCK, Go Rock. Head up to the temple to the southern most room of the temple.  &lt;br /&gt;
&lt;br /&gt;
NOTE: [[Free Accounts]] CANNOT board the currachs as they are flagged as &amp;quot;player-owned boats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:[Halasa Temple]&lt;br /&gt;
::This enclosed chamber is a safe harbor, sturdily protected from the wind and weather, unlike the lower levels of the temple. A small arching window to the south looks out over Cha&#039;walkas, its shape a miniature replica of the pointed arches of the walls and ceiling. An &#039;&#039;&#039;altar&#039;&#039;&#039; placed in the center of the room is unadorned but for a low dish of incense that burns with a faint pleasant scent. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Eluned in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the south room on the lower floor.&lt;br /&gt;
:[Halasa Temple, South Porch]&lt;br /&gt;
::The black polished floor reflects the image of a large, azurite carving of a &#039;&#039;&#039;dolphin&#039;&#039;&#039; as it emerges upwards from the surface of the stone. Tendrils and wisps of cloudy mist cling to the columns and swirl through the temple and finally drift southwards out over the waves to blanket the surface of the lake. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Lemicus in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the north room on the lower floor. Head up and RING the bell to get back to Aesry.&lt;br /&gt;
:[Halasa Temple, North Porch]&lt;br /&gt;
::The floor of the temple&#039;s northern wing is inlaid with a magnificent &#039;&#039;&#039;albatross&#039;&#039;&#039; -- shells, pebbles and smooth pieces of glass form the shape, feathers and details of Lemicus in her symbolic form. As the open sea air gusts through the temple and fingers of mist twine about the columns, one can imagine flying aloft with the great bird among the clouds. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap98a|The shrine of Drogor, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:SEARCH for the opening to get in, be prepared to cast [[Divine Radiance]], use the [[Glyphs|Glyph of Light]], or bring a light source. The altar is marked on the map.&lt;br /&gt;
:[Shrine of Drogor]&lt;br /&gt;
::The top of the pile of rubble is just out of reach of the ceiling of the chamber, where the image of a ferocious shark is clear on a barren circle of stone. Small bones litter the top of the rubble pile, and offerings lie scattered about the loose stone. You also see a crude &#039;&#039;&#039;altar&#039;&#039;&#039; of rock slabs.&lt;br /&gt;
&lt;br /&gt;
===[[Hara&#039;jaal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|A hidden grotto on Hara&#039;jaal]]&lt;br /&gt;
:Trothfang&#039;s altar.&lt;br /&gt;
:[A Hidden Grotto]&lt;br /&gt;
::Thick brush surrounds this bowl-shaped depression, hiding the outside world from view.  Tall stones, pockmarked with age, encircle an obsidian &#039;&#039;&#039;altar&#039;&#039;&#039;.  The air seems eerily still and empty of noise from the surrounding forest.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|The altar to Drogor on Hara&#039;jaal]]&lt;br /&gt;
:[Hara&#039;jaal, Mud Hovel]&lt;br /&gt;
::The hovel has been ransacked many times over, leaving nothing but the bare essentials.  A mat of palm fronds lies in one corner of the earth-packed floors along with a ratty blanket and serves as a bed.  A small firepit is centered in the room with a dented pot, filled with some odoriferous type of porridge, resting on a flat rock in the middle of the fire.  In one corner an altar has been created from an old ship&#039;s door and sits on two large pieces of driftwood.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Mer&#039;Kresh]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The Clerics&#039; Guild Chapel in Mer&#039;Kresh]]&lt;br /&gt;
:One east from the guildhall entrance.&lt;br /&gt;
:[Cleric&#039;s Guild, Chapel]&lt;br /&gt;
::Tall windows high on the north and south walls allow plenty of light into the chapel. A plainly carved &#039;&#039;&#039;altar&#039;&#039;&#039; sits under two beautiful stained-glass windows in the east wall. Thick red carpets hug the walls, leaving the center of the stone floor bare. Each corner holds two floor-standing braziers for the ritual burning of sacred writings.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The living coral altar of the Carillon]]&lt;br /&gt;
:At the very top of the bell tower.&lt;br /&gt;
:[Carillon, Bell Tower]&lt;br /&gt;
::Eight bronze bells are suspended from the carillon&#039;s rafters.  Each bell is a different size, and each plays a different scale note.  A series of arched openings cut through the walls allow the sea breeze to flow in and the toll of the bells to ring out.  You also see a large cube of living blue-green &#039;&#039;&#039;coral&#039;&#039;&#039; and a small door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|coral WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[M&#039;Riss]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap109|The altar of Lost Hope]]&lt;br /&gt;
:In the northwest corner of the map.  LOOK inside the niche for the &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
:[Galduta Isharon, The West Face]&lt;br /&gt;
::The broader expanse of rock to the southwest tilts and sharpens to the north, as if the outcropping itself resisted further efforts to scale its imposing face.  It must have taken persevering labor to forge the narrow path that struggles the north and south route.  A roughly carved niche in the eastern face of the rocky wall offers more evidence that the path was the work of hands, not nature.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Forfedhdar]]==&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap118d|The burial chamber of Emille the Fist]]&lt;br /&gt;
:Requires the help of a Paladin to obtain.&lt;br /&gt;
:[Excavation Site, Antechamber]&lt;br /&gt;
::Like the burial chamber, this room has been hastily dug out.  It appears that the builder put more thought into what items would be in here than ensuring safety when traversing the jaggedly cut walls and uneven floor.  Hanging from a hook is a metal mobile with hammered discs dangling from it.  You also see an animite chest encrusted with soulstones, a diorite &#039;&#039;&#039;altar&#039;&#039;&#039; embellished with a gold rampant lion, a wrought-iron rack with blackened edges, a blazing fire and an opening in the wall.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap116|Albreda&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Once entering the shrine, head north.&lt;br /&gt;
:[Albreda&#039;s Shrine, Hall of Reflections]&lt;br /&gt;
::The long, narrow mirrors that line the walls of this area are hung so as to infinitely reproduce each other and the &#039;&#039;&#039;altar&#039;&#039;&#039;.  This design results in constant reflection, which deliberately encourages occupants to look deep within to find reality. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap117b|The central altar of the Temple of Kertigen]]&lt;br /&gt;
:[Temple of Kertigen, Central Chamber]&lt;br /&gt;
::An enormous vaulted cavern opens out deep into the heart of the mountain, the ceiling lost in shadows far overhead.  The walls of the chamber appear untouched by any tools, displaying the natural beauty of the rock cradling this underground cathedral.  In its center, a highly polished granite &#039;&#039;&#039;altar&#039;&#039;&#039; rises, unadorned by carvings or ornamentation, and flanked to either side by two steadily burning tapers.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Boar Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap121|A peregan tree altar at Boar Clan]]&lt;br /&gt;
:[Boar Clan, Tabernacle]&lt;br /&gt;
::Logs form concentric half-circles in front of a large peregan tree &#039;&#039;&#039;altar&#039;&#039;&#039; that dominates the far end of the tent.  Sweet bearberry candles line the perimeter of the humble tabernacle, flickering softly and chasing the musty smell of dampness from the air.  A leather pennant branded with the image of a rampant boar hangs from above. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ain Ghazal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap114|The Green Glade of Ain Ghazal]]&lt;br /&gt;
:From the Chateau portico, go path, go trail. &lt;br /&gt;
:[Ain Ghazal, Green Glade]&lt;br /&gt;
::The glow from dozens of fireflies plays off the tall, swaying grass and lights up a dense bed of daisies in the center of the glade.  A faint trail slopes up to the north.  You also see an &#039;&#039;&#039;altar&#039;&#039;&#039; hewn from Surlaenis gold marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Roads of Forfedhdar===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap124|Divyaush&#039;s slab in an abandoned mine]]&lt;br /&gt;
:[Abandoned Mine, Storage Area]&lt;br /&gt;
::Away from the uncertain light of the entrance, the walls are slick with greasy mold leaving the room dank and musty-smelling.  Shadows lurk along the corners, masking the progressive state of decay and the ragged gaps in the sandstone veneer.  Glittering glass shards cover the floor, fanning away from a ruined cupboard.  Keeping vigil beside the mine&#039;s door is a kneeling figure, its outstretched hands holding a black marble &#039;&#039;&#039;slab&#039;&#039;&#039; upon which to rest an offering.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap133|The two-headed miracle in a black willow]]&lt;br /&gt;
:[Vela&#039;Tohr Edge, In The Black Willow]&lt;br /&gt;
::Dense boughs blanketed in a lush carpeting of interwoven vines support this perch, high above the Vela&#039;Tohr Woods.  In the distance toward the northern edge of the wood, Hag&#039;s Crag -- the mountainous home of the Temple of the North Wind -- thrusts into the heavens.  Silvery mist veils much of the range, reaching down into the forest like the ethereal fingers of restless spirits.  You also see a two-headed giant adder &#039;&#039;&#039;skeleton&#039;&#039;&#039; and a black willow trunk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|skeleton WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap115|The Road Beneath the Mountain]]&lt;br /&gt;
:[The Road Beneath the Mountain]&lt;br /&gt;
::Just inside the great gates of the entrance stands a &#039;&#039;&#039;statue&#039;&#039;&#039; of Kertigen, stretching from floor to ceiling and diverting travelers to one side or the other.  He faces the entrance to the north.  To his right, the eastern wall of the tunnel is pierced with a multitude of openings, carvings of such intricacy that the wall resembles a curtain embroidered in stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap119|Peri&#039;el&#039;s boulder beneath a ravine]]&lt;br /&gt;
:You will take injuries getting down to the boulder. &lt;br /&gt;
:[Beneath the Ravine, A Cavern]&lt;br /&gt;
::An overhang of solid earth just misses completely encasing this hollow.  Walls of sandstone alternate with slate creating a patterned march to a rough dirt floor.  A circle of medium size rocks guards an oblong boulder that dominates the room.  On the east wall a series of stones leads up to a small opening.  You also see an oblong &#039;&#039;&#039;boulder&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap131|A raccoon statue in the Clerics&#039; Guild]]&lt;br /&gt;
:[Clerics&#039; Guild, Courtyard]&lt;br /&gt;
::A dusty gravel path leads to the center of the courtyard where a small dark &#039;&#039;&#039;statue&#039;&#039;&#039; of a raccoon stands.  Hewn cedar benches encircle the area, providing a restful place for contemplation.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Temple of the North Wind]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap138|Temple of the North Wind, High Altar]]&lt;br /&gt;
:[Temple of the North Wind, High Altar]&lt;br /&gt;
::Open to the elements on all sides, the chamber&#039;s only shelter is offered by a roof of stone supported by four pillars.  The seamless flow of granite from the floor to the ceiling bears silent witness that the temple had been hollowed out of the mountain&#039;s summit in some long-ago age.  Numerous bones are suspended from the ceiling by slender ropes of steelsilk.  An unadorned &#039;&#039;&#039;altar&#039;&#039;&#039; of ice-blue marble stands in the center of the room, a stark splash of color against the setting of black stone and ivory bone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap140|Temple of the North Wind, Catacombs]]&lt;br /&gt;
:[Temple of the North Wind, Catacombs]&lt;br /&gt;
::Smooth, white plaster covers the wall space between pillars of blue-black granite.  Overhead, the vaulted ceiling is painted to resemble a stormy sky.  A tall &#039;&#039;&#039;statue&#039;&#039;&#039; of Asketi stands guard over a carved granite arch.  Framed by a tangle of disheveled hair, the grim-faced goddess glares malevolently at all who approach.  In her hands is a blued steel scythe, the honed edge glittering in the dim light.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Raven&#039;s Point]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap127|Chapel of Raven&#039;s Point]]&lt;br /&gt;
:[The Chapel of Raven&#039;s Point]&lt;br /&gt;
::In stark contrast to the hovels that fill the walls of Raven&#039;s Point, the interior of the chapel is adorned with rare gems and metals gathered from the four corners of Forfedhar.  A massive raven, carved from black stone streaked with glittering veins of gold, dominates the rear of the church, its talons curling tightly around the edges of the &#039;&#039;&#039;altar&#039;&#039;&#039; and holding it aloft.  Halos of lingering incense hover above the burning candles that line the foot of the exterior walls, fending off the pressing darkness.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Hollow Eve Festival===&lt;br /&gt;
&lt;br /&gt;
*The Massive Arachnid of Hollow Eve&lt;br /&gt;
:[The Head, Left Chamber]&lt;br /&gt;
::The curved walls here are entirely smooth, transitioning from chitin to metal and back again with seemingly organic flow.  Underfoot, the translucent nature of the floor gives visibility to all manner of pulsating organs awash in bluish fluid.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
=Former Altars=&lt;br /&gt;
Some altars have been destroyed since the release of Pilgrim Badges and are no longer available but were in the past.&lt;br /&gt;
*The shrine of Urrem&#039;tier, where the void brushes the Plane of Abiding.&lt;br /&gt;
:&#039;&#039;Area of the old [[Resurrection]] quest.&#039;&#039;&lt;br /&gt;
*The ruins of The Crossing&#039;s High Temple.&lt;br /&gt;
:&#039;&#039;A tent was located on the ruins of the original temple, which the [[Gorbesh]] destroyed. Adventuers could get [[favor]]s there before construction of the new temple was completed.&#039;&#039;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515974</id>
		<title>Item:Blister cream (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515974"/>
		<updated>2020-03-09T00:15:19Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=cream&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|rare=false&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Fluff item.  Does not heal anything.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515973</id>
		<title>Item:Blister cream (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515973"/>
		<updated>2020-03-09T00:14:49Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=cream&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Fluff item.  Does not heal anything.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515972</id>
		<title>Item:Blister cream (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Blister_cream_(crafted)&amp;diff=515972"/>
		<updated>2020-03-09T00:14:23Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: Created page with &amp;quot;{{Item |sourcetype=- |fname=No }} Fluff item.  Does not heal anything.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Fluff item.  Does not heal anything.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Resurrection_quest&amp;diff=514916</id>
		<title>Resurrection quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Resurrection_quest&amp;diff=514916"/>
		<updated>2020-02-16T21:40:58Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office upon advancement to 30th circle&lt;br /&gt;
&lt;br /&gt;
If you are a [[Free accounts]] player you will also need to stop by the Town Hall citizenship office and {{com|ASK}} the clerk about VISA or TRAVEL for a temporary travel visa after speaking with Tallis.&lt;br /&gt;
&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE.  You cannot complete this quest without being fully healed at the very end.  You will either have to take an empath with you or a lot of herbs. Read this walkthrough thoroughly before you begin.&lt;br /&gt;
&lt;br /&gt;
===Recommendations===&lt;br /&gt;
To complete this quest, you will need the following minimum skills:&lt;br /&gt;
XXX base ranks of Athletics (or 100 ranks with a ranger buff and XX stats)&lt;br /&gt;
===Quest===&lt;br /&gt;
#Climb to the top of the Temple to the High Priestess’s Chambers and {{com|ASK}} {{tt|Tallis about resurrection}}.&lt;br /&gt;
#After listening to her talk go down to the {{rmap|2a|Eyes of the Thirteen}} and go to Urrem’tier’s altar&lt;br /&gt;
#{{com|PULL}} the candlestick in the room. This will transport you to a special Cleric-only warding room.&lt;br /&gt;
#Get Goblet then {{com|FILL}} {{tt|my goblet with chalice}}. You might want to get more than one of these just in case you die the first time (can only pick one goblet up every 24 hours). If you have a chalice in your inventory, close off the container holding it.&lt;br /&gt;
#Now you need to purchase an {{ilink|i|altar candle}} from the Riverhaven Cleric Shop or a {{ilink|i|tall silvery altar candle}} from the monk&#039;s cart in the Temple in Crossing. You might want to bring more than one altar candle just in case. Make sure to bring a flint or lighter along as well.&lt;br /&gt;
#Head to the altar in the [[Zaulfung]] out the east gate using these maps: [[RanikMap31]] and [[RanikMap31a]]. The Zaulfung swamp between map 31 and map 31a is an unmapped randomized maze. You’ll need to wander to the Easternmost sections of the swamp until you find a tree that you can climb, climb up the tree, go east, and go down and you’ll be in the mapped area of 31a. Keep [[Protection from Evil]] up in this area to prevent the [[Zaulfung#Giant_Skeletal_Claw|giant skeletal claw]] from crushing you.&lt;br /&gt;
#Touch the altar (on {{rmap|31a|map 31a}}) and pray and you’ll be grabbed by a claw and dragged down. Make sure to stand after the claw grabs you.&lt;br /&gt;
#Once you&#039;re out of the claw use your {{rmap|31d|map}} again to maneuver your way through the Basilisk and Cinder Beast area to the Stalagtite that you will climb.&lt;br /&gt;
#Make your way over to the rope bridge and go rope. 100 base ranks in [[Athletics skill]] + an athletics buff from the Ranger spell [[Athleticism]] are recommended to cross this bridge. Any strength and agility buffs you have access to will also be helpful. If you&#039;re bringing someone with you, note that only one person can be on the bridge at a time. Should another try to cross while one is already working their way across, it&#039;ll shake the other off the bridge into the area below.&lt;br /&gt;
#{{com|SHUFFLE}} {{tt|east}} until you reach the other side&lt;br /&gt;
#Head eastish till you find a Obelisk, touch it three times to find the order of the statues to the North&lt;br /&gt;
#Head north and look at each statue to find the correct order, if the Obelisk was fire, cold and shadow then you would touch the statue with the red orb first, then the one with the blue orb, then the one with the black orb. Disregard the room descriptions as the orbs&#039; color is what&#039;s important. When I went through the Statue with the blue orb had in the room description talk of shadows and the room with the statue holding the black orb the room description had talk of being cold.&lt;br /&gt;
#After touching the orbs head to the room to the North, you’ll have to go up each corridor to the northwest and northeast and pull the arm and tail respectively. I went up the Northwest path first to pull the arm. Head back south as soon as possible because this will hurt you. &lt;br /&gt;
#After pulling the arm, go the other direction and pull the tail, same as the arm, and head south as soon as possible.&lt;br /&gt;
#Head back to where the paths split northwest and northeast there will now be a new path to the north.&lt;br /&gt;
#Head north then climb the bank and swim north to the other bank and climb bank again.&lt;br /&gt;
#Head north and step into the circle in about 30 seconds you’ll be transported. when you step off the circle you’ve been transported. If you see a [[Sinister Maelshyvean hierophant]], run! They can cast magic and will kill you if you stay on the circle.&lt;br /&gt;
#Move north, northeast, northeast, northwest, northwest and step on another circle and wait again&lt;br /&gt;
#After stepping off this second circle go south, south, and climb stair&lt;br /&gt;
#At this point, you are in a safe area, but you must be completely healed to continue. It might be wise to have brought some herbs along or an empath.&lt;br /&gt;
#Light your altar candle with your flint.  After you light the candle, make sure you carry the lit candle in your hand.  If you go into the altar without it, you will die.&lt;br /&gt;
#Get your Goblet and {{com|fill}} {{tt|goblet with water}} at the Fallen Altar. This is a good opportunity to add this altar to your [[Pilgrim&#039;s badge]].&lt;br /&gt;
#{{com|GO}} {{tt|altar}}. You need to hold the goblet in one hand and the lit altar candle in the other.   DO NOT STAND&lt;br /&gt;
#{{com|DRINK}} {{tt|goblet}}, you’ll drink it all up then slowly your spirit will drain away till it gets down to nothing and you’ll enter the void&lt;br /&gt;
#You’ll hear voices talk for awhile, they’ll ask you if you want to go home. &#039;&#039;&#039;DON’T GO HOME&#039;&#039;&#039;. Search  after that, and you’ll see a bridge.&lt;br /&gt;
#Go bridge, (you won’t be able to) but it’ll trigger the next train of events which will be a bunch of visions, then it will ask you to pray (Use your faith to light the darkness in this world)&lt;br /&gt;
#{{com|PRAY}} until your spirit returns to the Plane of Abiding and you return to [Maelshyve&#039;s Fortress, Fallen Altar].&lt;br /&gt;
#You’ve now completed the quest and have [[Resurrection]] in your spellbook&lt;br /&gt;
#The easiest way to get out is go back the way you came, you&#039;ll reach a dead end where the door opened after pulling the arm and tail, Touch etching and it will teleport you through the wall.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Resurrection_quest&amp;diff=514911</id>
		<title>Resurrection quest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Resurrection_quest&amp;diff=514911"/>
		<updated>2020-02-16T21:30:59Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
Given by: [[RanikMap2b|Tallis]] in the High Priestess&#039;s Office upon advancement to 30th circle&lt;br /&gt;
&lt;br /&gt;
If you are a [[Free accounts]] player you will also need to stop by the Town Hall citizenship office and {{com|ASK}} the clerk about VISA or TRAVEL for a temporary travel visa after speaking with Tallis.&lt;br /&gt;
&lt;br /&gt;
NOTE: THIS IS A DANGEROUS QUEST, DON’T BRING ANYTHING YOU DON’T WANT TO LOSE.  You cannot complete this quest without being fully healed at the very end.  You will either have to take an empath with you or a lot of herbs. Read this walkthrough thoroughly before you begin.&lt;br /&gt;
&lt;br /&gt;
===Recommendations===&lt;br /&gt;
To complete this quest, you will need the following minimum skills:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Climb to the top of the Temple to the High Priestess’s Chambers and {{com|ASK}} {{tt|Tallis about resurrection}}.&lt;br /&gt;
#After listening to her talk go down to the {{rmap|2a|Eyes of the Thirteen}} and go to Urrem’tier’s altar&lt;br /&gt;
#{{com|PULL}} the candlestick in the room. This will transport you to a special Cleric-only warding room.&lt;br /&gt;
#Get Goblet then {{com|FILL}} {{tt|my goblet with chalice}}. You might want to get more than one of these just in case you die the first time (can only pick one goblet up every 24 hours). If you have a chalice in your inventory, close off the container holding it.&lt;br /&gt;
#Now you need to purchase an {{ilink|i|altar candle}} from the Riverhaven Cleric Shop or a {{ilink|i|tall silvery altar candle}} from the monk&#039;s cart in the Temple in Crossing. You might want to bring more than one altar candle just in case. Make sure to bring a flint or lighter along as well.&lt;br /&gt;
#Head to the altar in the [[Zaulfung]] out the east gate using these maps: [[RanikMap31]] and [[RanikMap31a]]. The Zaulfung swamp between map 31 and map 31a is an unmapped randomized maze. You’ll need to wander to the Easternmost sections of the swamp until you find a tree that you can climb, climb up the tree, go east, and go down and you’ll be in the mapped area of 31a. Keep [[Protection from Evil]] up in this area to prevent the [[Zaulfung#Giant_Skeletal_Claw|giant skeletal claw]] from crushing you.&lt;br /&gt;
#Touch the altar (on {{rmap|31a|map 31a}}) and pray and you’ll be grabbed by a claw and dragged down. Make sure to stand after the claw grabs you.&lt;br /&gt;
#Once you&#039;re out of the claw use your {{rmap|31d|map}} again to maneuver your way through the Basilisk and Cinder Beast area to the Stalagtite that you will climb.&lt;br /&gt;
#Make your way over to the rope bridge and go rope. 100 base ranks in [[Athletics skill]] + an athletics buff from the Ranger spell [[Athleticism]] are recommended to cross this bridge. Any strength and agility buffs you have access to will also be helpful. If you&#039;re bringing someone with you, note that only one person can be on the bridge at a time. Should another try to cross while one is already working their way across, it&#039;ll shake the other off the bridge into the area below.&lt;br /&gt;
#{{com|SHUFFLE}} {{tt|east}} until you reach the other side&lt;br /&gt;
#Head eastish till you find a Obelisk, touch it three times to find the order of the statues to the North&lt;br /&gt;
#Head north and look at each statue to find the correct order, if the Obelisk was fire, cold and shadow then you would touch the statue with the red orb first, then the one with the blue orb, then the one with the black orb. Disregard the room descriptions as the orbs&#039; color is what&#039;s important. When I went through the Statue with the blue orb had in the room description talk of shadows and the room with the statue holding the black orb the room description had talk of being cold.&lt;br /&gt;
#After touching the orbs head to the room to the North, you’ll have to go up each corridor to the northwest and northeast and pull the arm and tail respectively. I went up the Northwest path first to pull the arm. Head back south as soon as possible because this will hurt you. &lt;br /&gt;
#After pulling the arm, go the other direction and pull the tail, same as the arm, and head south as soon as possible.&lt;br /&gt;
#Head back to where the paths split northwest and northeast there will now be a new path to the north.&lt;br /&gt;
#Head north then climb the bank and swim north to the other bank and climb bank again.&lt;br /&gt;
#Head north and step into the circle in about 30 seconds you’ll be transported. when you step off the circle you’ve been transported. If you see a [[Sinister Maelshyvean hierophant]], run! They can cast magic and will kill you if you stay on the circle.&lt;br /&gt;
#Move north, northeast, northeast, northwest, northwest and step on another circle and wait again&lt;br /&gt;
#After stepping off this second circle go south, south, and climb stair&lt;br /&gt;
#At this point, you are in a safe area, but you must be completely healed to continue. It might be wise to have brought some herbs along or an empath.&lt;br /&gt;
#Light your altar candle with your flint.  After you light the candle, make sure you carry the lit candle in your hand.  If you go into the altar without it, you will die.&lt;br /&gt;
#Get your Goblet and {{com|fill}} {{tt|goblet with water}} at the Fallen Altar. This is a good opportunity to add this altar to your [[Pilgrim&#039;s badge]].&lt;br /&gt;
#{{com|GO}} {{tt|altar}}. You need to hold the goblet in one hand and the lit altar candle in the other.   DO NOT STAND&lt;br /&gt;
#{{com|DRINK}} {{tt|goblet}}, you’ll drink it all up then slowly your spirit will drain away till it gets down to nothing and you’ll enter the void&lt;br /&gt;
#You’ll hear voices talk for awhile, they’ll ask you if you want to go home. &#039;&#039;&#039;DON’T GO HOME&#039;&#039;&#039;. Search  after that, and you’ll see a bridge.&lt;br /&gt;
#Go bridge, (you won’t be able to) but it’ll trigger the next train of events which will be a bunch of visions, then it will ask you to pray (Use your faith to light the darkness in this world)&lt;br /&gt;
#{{com|PRAY}} until your spirit returns to the Plane of Abiding and you return to [Maelshyve&#039;s Fortress, Fallen Altar].&lt;br /&gt;
#You’ve now completed the quest and have [[Resurrection]] in your spellbook&lt;br /&gt;
#The easiest way to get out is go back the way you came, you&#039;ll reach a dead end where the door opened after pulling the arm and tail, Touch etching and it will teleport you through the wall.&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514285</id>
		<title>Pilgrim&#039;s badge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514285"/>
		<updated>2020-01-26T22:15:41Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}A &#039;&#039;&#039;pilgrim&#039;s badge&#039;&#039;&#039; is an item used by [[guild association is::Cleric]]s and [[guild association is::Paladin]]s for improving their [[Devotion]] levels and [[Soul System|Soul State]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
Plain pilgrim&#039;s badges can be purchased at [[Brother Durantine&#039;s Shop]] in [[Crossing]].&lt;br /&gt;
&lt;br /&gt;
Lay-pilgrims (non-Cleric/Paladin characters) may also use the pilgrim&#039;s badge to record their visits to holy sites without mechanical benefit for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage and Syntax==&lt;br /&gt;
* {{com|Study}} {{tt|badge}}: For syntax.&lt;br /&gt;
* {{com|Kiss}} {{tt|badge}} &amp;lt;when held&amp;gt;: To bond the badge and make it yours. The first user to kiss the badge bonds it.&lt;br /&gt;
* {{com|PUSH}} {{tt|&amp;lt;altar/statue/image/etc&amp;gt; WITH BADGE}} &amp;lt;when held&amp;gt;: To add and record an altar or holy site to your badge.&lt;br /&gt;
* {{com|Examine}} {{tt|badge}} &amp;lt;when held&amp;gt;: To list which altars you&#039;ve visited on pilgrimage and added to your badge.&lt;br /&gt;
* {{com|push}} {{tt|badge with other badge}} &amp;lt;when holding both&amp;gt;: To combine the altars visited between badges that you own without the need to revisit them.&lt;br /&gt;
* {{com|Pray}} {{tt|badge}} &amp;lt;when held&amp;gt;: To contemplate your holy pilgrimages.&lt;br /&gt;
:The more shrines that have been registered with the badge, the greater the devotion or soul benefit that the badge confers.&lt;br /&gt;
:[[Clerics]] will receive devotion from this action as a [[Clerical rituals|ritual]] on an eighty (80) minute timer.&lt;br /&gt;
:[[Paladins]] can increase the purity of their [[Soul system|soul state]] from this action on a thirty-one (31) minute timer.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{ISearch|pilgrim&#039;s badge}}&lt;br /&gt;
&lt;br /&gt;
=Current Altars=&lt;br /&gt;
There are at least 102 altars, listed below by province, that are currently attuned to pilgrim&#039;s badges.&lt;br /&gt;
&lt;br /&gt;
The noun of the badge-attuned item has been bolded in the room text.&lt;br /&gt;
==[[Zoluren]]==&lt;br /&gt;
&lt;br /&gt;
===[[The Crossing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Rebirth Altar in the Resurrection Creche]]&lt;br /&gt;
:From bank: southwest, go gate, north, go door&lt;br /&gt;
:[Resurrection Creche, Li Stil rae Kwego ia Kweld]&lt;br /&gt;
::Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself.  An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights.  Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine of Tamsine&#039;s Rest]]&lt;br /&gt;
:From bank: east, south, south, go shrine&lt;br /&gt;
:[Tamsine&#039;s Rest]&lt;br /&gt;
::A shady clump of sicle saplings cluster around a large, moss-encrusted fragment of pink coral. Carved into a hollow in the center of the coral landmark is a crude yet moving &#039;&#039;&#039;image&#039;&#039;&#039; of Tamsine, one of the patron goddesses of the town. Before the simple shrine is a low limestone bench, where the weary traveler might take some rest in the shade, leave offerings of flowers or food, and contemplate matters of the soul and spirit. You also see a flat rock and a low gate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Ushnish in the Crossing]]&lt;br /&gt;
:Marked on map near West Gate.&lt;br /&gt;
:[Shrine of Ushnish]&lt;br /&gt;
::In a dark, fetid alley, hard behind the [[Viper%27s_Nest_Inn|Viper&#039;s Nest Inn]], you happen upon a small shrine. Kicking away what appears to be rubbish from around it, you reveal a sculpted granite &#039;&#039;&#039;image&#039;&#039;&#039; of the serpent god Ushnish. Seeing that, you realize with a shudder that it is not rubbish you just pushed aside, but offerings of dead rats, uncured, fresh skins and other offal left by devotees of the viper-headed deity.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Kertigen in the Crossing]]&lt;br /&gt;
:Marked on map near [[Trader]]&#039;s Guild.&lt;br /&gt;
:[Shrine of Kertigen]&lt;br /&gt;
::The shrine here consists of a small rock garden with several stone benches placed at odd angles for meditation. It is a cool and quiet respite that so delights you that you do not at first notice something most remarkable. The miniature landscapes of tiny mountains and dwarf trees are not of stone and twig, but are actually fashioned out of precious metals and minerals. You also see a jade &#039;&#039;&#039;statue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1e|The Crossing&#039;s Clerics&#039; Guild Chapel, devoted to Hodierna and Kertigen]]&lt;br /&gt;
:Marked on map.&lt;br /&gt;
:[Clerics&#039; Guild, Chapel]&lt;br /&gt;
::The roof of this small, quaint chapel reaches a steep peak above, its end eventually lost in the shadows. Candles help to lift the veil of darkness, their silent flames sustaining the tranquility that engulfs the snug chamber. A square &#039;&#039;&#039;altar&#039;&#039;&#039;, located against the western wall, is fitted in front of a window of multi-colored stained glass. Although its colors are dimmed by night, the images fitted into it are illuminated by the burning tapers, rendering them clear enough for viewing. You also see a stained glass window.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The altar in the Crossing Temple&#039;s Sundering Chapel]]&lt;br /&gt;
:Go into the Wedding Chapel and look behind the topiary. Climb down the ladder to the Sundering Chapel.&lt;br /&gt;
:[Beneath the Wedding Glade, Sundering Chapel]&lt;br /&gt;
::Fresh dirt walls have been packed in crudely, a thin tunnel in the ceiling leading up to the wedding chapel above. The faint laughter of a joyous party is heard in the distance, muffled and given an eerie quality tinged with sorrow in this small hovel within the earth. A crude obsidian slab has been smoothed into a makeshift &#039;&#039;&#039;altar,&#039;&#039;&#039; littered with shattered crystal shards -- the remnants of former scission blades, and the only physical trace of the sundered wedding vows made by countless people before. You also see a ripped cotton tapestry and a tarnished brass ladder leading upward through the tunnel to the world above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Ve Aevan Gaenan High Altar]]&lt;br /&gt;
:The central green block in the left diamond on the map.&lt;br /&gt;
:[Ve Aevan Gaenan, The High Altar]&lt;br /&gt;
::High above, the temple&#039;s great iris skylight ushers in the stars&#039; cool illumination, bathing the large metallic &#039;&#039;&#039;altar&#039;&#039;&#039; in pale light. Drawn as if to a lodestone, soft glints of color from the domed Eyes far overhead lend their prismatic overtones to the clarity of starlight. Sweeping majestically upwards from this raised platform, the stairways and benches lining the massive chamber dwindle into deepest shadow as they climb to meet the vague outlines of archways arrayed in a surrounding ring far above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Tiger Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap4a|The altar to Albreda at Tiger Clan&#039;s church]]&lt;br /&gt;
:In the church in [[Tiger Clan]]&lt;br /&gt;
:[Tiger Clan Home, Old Church]&lt;br /&gt;
::Some rows of wooden pews are set before a simple &#039;&#039;&#039;altar&#039;&#039;&#039;. A symbol carved in the shape of a dove rests on a dais, and a quiet peace fills the space in tribute to Albreda&#039;s blessing. Light filters through a high window with dust motes dancing in the tranquil beams. You also see Father [[Karjon]] who is sitting and a wobbly ladder.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Knife Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap5a|The shrine to Huldah]]&lt;br /&gt;
:North end of [[Knife Clan]]&lt;br /&gt;
:[Knife Clan, Shrine]&lt;br /&gt;
::The dim light from a few flickering torches is not enough to cut through the gloom that pervades this cramped alcove.  The cold stone walls seem to close in on all sides.  Against the far wall leans a carved granite statue of a fierce weasel, its small size oddly out of place among the giant Gor&#039;Togs that inhabit these caves.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Northeast Wilds===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Saemaus in the Handfaster&#039;s Glade]]&lt;br /&gt;
:Bottom right of map.&lt;br /&gt;
:[Handfaster&#039;s Glade, Shrine to Saemaus]&lt;br /&gt;
::Soft-scented air fills the glade where patches of blooming tulips splash color against velvety grass tailor-made for bare feet. A lattice arch, covered with the pink blooms of jasmine honeysuckle, embraces and frames a small &#039;&#039;&#039;altar&#039;&#039;&#039; created from a living plant. Benches of polished wood invite couples to stop and bask in the beauty of the area and the warmth of heart&#039;s devotion.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Arthe Dale]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Glythtide in Arthe Dale]]&lt;br /&gt;
:Near swimming hole.&lt;br /&gt;
:[Arthe Dale, Shrine]&lt;br /&gt;
::A simple shrine has been erected in the niche of a large stony outcrop. Moonflower vines climb the column, twining their way around the opening, their brilliant white blossoms providing a festive border. A carved figure of &#039;&#039;&#039;[[Glythtide]]&#039;&#039;&#039; has been set inside the niche.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|Glythtide WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Kaerna Village]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9|Damaris&#039; altar near Kaerna]]&lt;br /&gt;
:Outside [[Kaerna_Village|Kaerna]]&#039;s North Gate through the shack as marked on the Map.&lt;br /&gt;
:[Near Kaerna Village, A Dark Grove]&lt;br /&gt;
::Around you grow trees in a circle so even and perfect they warrant suspicion. In the center of the grove is a deep pool, its surface smooth and glassy, undisturbed by the wind. Peering into it, it takes you a moment to realize that your face is not reflected in the pool and another to realize that neither are the trees. In fact, the only thing that can be seen are stars -- thousands and thousands of endless stars, some of which you know you have never seen in the sky above you. You also see a black obsidian &#039;&#039;&#039;altar&#039;&#039;&#039; with a rough obsidian bowl on it and a dirt path.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9b|Wildflower Meadow, Before the Gods]]&lt;br /&gt;
:Near S&#039;lai scouts hunting grounds outside Kaerna.&lt;br /&gt;
:[Wildflower Meadow, Before the Gods]&lt;br /&gt;
::ildflowers circle a leafy bush and a large, flat boulder, the surface of which is rounded due to years of exposure to the wind and rain.  Lush grass blankets the ground like a living carpet that softens footfalls.  A faint path heads toward the tree line to the north, while the field drops off elsewhere in the other directions.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Stone Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap10a|Basalt altar in Lairocott Brach]]&lt;br /&gt;
:{{com|PRAY}} ALTAR to leave the area when finished.&lt;br /&gt;
:[Lairocott Brach, Lairorung Solsteen]&lt;br /&gt;
::The blank, dark grey walls are smooth and seamless, with one single doorway flowing out of the northeast wall.  The light is dim, and the strong, warm presence of something otherworldly fills the chamber.  A small altar rests against the west wall, looking as if it were shaped from the living stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Northern Trade Road]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap11|The shrine at Eluned&#039;s Pool]]&lt;br /&gt;
:{{com|meditate}} in the Silvery Pool until you are transformed into a fish and swim into the Crystal Cavern. ({{com|meditate}} again to get out.)&lt;br /&gt;
:[Crystal Cavern]&lt;br /&gt;
::This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone &#039;&#039;&#039;statue&#039;&#039;&#039; of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap12a|The altar at Misenseor Abbey]]&lt;br /&gt;
:First room inside the Abbey proper.&lt;br /&gt;
:[Misenseor Abbey, High Altar Chamber]&lt;br /&gt;
::Wavering light produced by several glowing braziers offers enough illumination to make out discernible shapes. A series of thirteen stone columns thrusts up from the black marble floor, the tops lost in the inky darkness high above. Arrayed in a sweeping arc, these great columns stand like a ring of guardians, bringing focus to the high &#039;&#039;&#039;altar&#039;&#039;&#039; that rests upon a raised dais. As if tended by unseen servants, this place of power has remained in pristine condition despite the passage of time. You also see an ironbound door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Southern Trade Route===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|The shrine at Hodierna&#039;s Solace]]&lt;br /&gt;
:Top left of map, before the green block&lt;br /&gt;
:[An Ancient Tree]&lt;br /&gt;
::Silvery beams of moonlight stream through irregular stained-glass windows, illuminating the intricate carvings which adorn the walls and dome of this cylindrical living chapel. A single, ornately engraved &#039;&#039;&#039;column&#039;&#039;&#039; grows from the center of the room and rises to meet the delicate arched ceiling. You also see a fragile-looking book on a simple stand and a circular staircase.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|column WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|Asketi&#039;s altar in the Forest of Night]]&lt;br /&gt;
:Blood nyads and blood dryads populate this room and can engage you in combat.&lt;br /&gt;
:[Forest of Night, Blackfruit Tree]&lt;br /&gt;
::The grass of the path ends abruptly as a large swatch of circular bare dirt interrupts the path.  At the center of the clearing, a large blackfruit tree grows and before it rests a small altar.  A smoking censer releases a heavy perfume into the thick and heavy night air, attracting insects who announce their presence with dischordant buzzing and pricking bites.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Leth Deriel]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap61|The altar at Kilth Aldiyaus]]&lt;br /&gt;
:[Kilth Aldiyaus, Prayer Branch]&lt;br /&gt;
::Vaulted beams are carved into the grain of the wooden walls. Echoes of mumbled prayers and heartfelt supplications are amplified by the room&#039;s curvature. In the reverberating din, the names of all the deities mingle, then merge as one. A polished Sana&#039;ati wood &#039;&#039;&#039;altar&#039;&#039;&#039; is surrounded by hooded figures kneeling on the bare floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ilaya Taipa]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap112|The depart altar]]&lt;br /&gt;
:Once inside the chapel, {{com|climb}} staircase.&lt;br /&gt;
:[Ilaya Taipa Chapel, Inner Sanctum]&lt;br /&gt;
::Blue-green stairs shimmer like ice as they curve around the outer perimeter of the room.  Something, either magic or mechanical, causes water to flow continuously down the outside of the sanctum&#039;s glass walls, flooding the interior with wavering moonlight.  Concentric rows of benches angle down toward the central altar, a simple piece of polished grey driftwood decorated with scattered water lilies.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Corn Maze===&lt;br /&gt;
&lt;br /&gt;
*[[The Corn Maze altar]]&lt;br /&gt;
:From the maze entrance keep going east until you reach the altar.&lt;br /&gt;
:[Corn Maze, Labyrinth]&lt;br /&gt;
::Tall stalks of ripe corn tower high on either side of the thoroughfare that winds through the field, forming a thick, dense maze.  The leaves and branches bend inward and almost meet overhead, giving the maze an almost claustrophobic feel.  Dry, almost dusty dirt lies bare in neat, even spaces between the ripening rows, which have changed from a green to a nearly golden color.  You also see a cedar ‘’’altar’’’.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Therengia]]==&lt;br /&gt;
&lt;br /&gt;
===Gate of Souls===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap14a|The Temple of Ushnish]]&lt;br /&gt;
:This is along the NTR towards the Riverhaven Ferry.&lt;br /&gt;
:[Temple of Ushnish, Central Altar]&lt;br /&gt;
::The central altar is austere, lacking the carvings found in other areas of the temple.  No vipers coil along the sandstone walls, no elaborate paintings adorn the chamber.  All attention is focused upon an upthrust &#039;&#039;&#039;slab&#039;&#039;&#039; of polished black basalt veined with a natural serpentine pattern of deep green olivine. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine to Divyaush in Riverhaven&#039;s Temple]]&lt;br /&gt;
:From the Temple gate go E, N, NW, go path.&lt;br /&gt;
:[Temple, Shrine]&lt;br /&gt;
::Strong marble columns stand at the four corners of the shrine supporting an intricate latticework roof covered in flowering vines. A simple marble &#039;&#039;&#039;altar&#039;&#039;&#039; stands at the far end of the shrine before a brilliant tapestry in black and gold. The ground is strewn with fresh rose petals which give off a sweet perfume as you walk. You also see an ash and plaster gazebo that is set off to one side of the garden.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine of Harawep in Riverhaven]]&lt;br /&gt;
:From the Temple gate go NW, go trail, go curtain.&lt;br /&gt;
:[Temple, Dark Shrine]&lt;br /&gt;
::A faint whiff of corruption rises from piles of old rotting leaves covering the ground you stand on. The spreading foliage overhead casts deep shadows over the area, and you glance warily into the darkened recesses trying to find some source for the unease you feel. Towering thorn hedges all about you seem to creep closer as you watch. You also see a worm-eaten wooden &#039;&#039;&#039;statue&#039;&#039;&#039; standing astride a dark opening into the ground.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|Drogor&#039;s sacrificial altar by Faldesu River.]]&lt;br /&gt;
:Just outside the East Gate of Riverhaven.&lt;br /&gt;
:[Riverhaven, Stone Bridge]&lt;br /&gt;
::The lanes outside the eastern gate of Riverhaven are crowded with the bustle of street peddlers and merchant wagons coming and going in a great rush to sell their wares.  Beggars line the paved road, aware that the more influential and wealthy folks use this gate.  They hover, hands extended, hoping that a moment of kindness and charity might befall them.  A stone bridge that once provided passage across the river is now little more than a crumbling stone pier used by some local fishermen.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Zaulfung]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|The shrine of Urrem&#039;tier, a forsaken testament]]&lt;br /&gt;
:The green room marked hole on the map. The sliver is in the hole.&lt;br /&gt;
:[Zaulfung, Thicket Clearing]&lt;br /&gt;
::The brittle fingers of greyed and dying brush reach toward you imploringly from all sides. A ring of broken and yellow bones forms a formidable barrier around a gaping hole in the earth. A faint rustling interspersed with long periods of silence warns you of foreign eyes watching, and waiting.&lt;br /&gt;
:::In the gaping hole you see a small &#039;&#039;&#039;sliver&#039;&#039;&#039; of black marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael]]&lt;br /&gt;
:Climb the beak on the map.&lt;br /&gt;
:[Kweld Gelvdael, Vulture&#039;s Maw]&lt;br /&gt;
::Grotesque depictions of horrific beasts are etched over the dark stone walls like cobwebs, each unique and intricate in its own right. The entrance to this dark grotto gapes open, carved by the hands of the ancients to pay homage to Aldauth&#039;s vulture. Beyond the edge of the massive beak structure you perch upon, the rancid swamp stretches out below. You also see a rough basalt vulture&#039;s &#039;&#039;&#039;tongue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|tongue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The Scorpion&#039;s Stinger]]&lt;br /&gt;
:Climb to the tail on the map.&lt;br /&gt;
:[Kweld Gelvdael, Scorpion&#039;s Stinger]&lt;br /&gt;
::The precarious steps come to an end at last, at the end of the scorpion&#039;s tail.  The swamp stretches out far below, the city of Riverhaven nestled beyond its wretched grasp far to the west.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|spire WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31d|The fallen altar in Maelshyve&#039;s Fortress]]&lt;br /&gt;
:Marked on the top-right corner of the map. Unless you have a good guide, do not attempt to go here unless you have at least 100 each in climbing and swimming and can handle Maelshyve&#039;s servants (Maelshyvean cinder beasts, Maelshyvean shadow beasts, and Maelshyvean hierophants).&lt;br /&gt;
:[Maelshyve&#039;s Fortress, Fallen Altar]&lt;br /&gt;
::The stacked skull totems form a ring around the edge of the great dais, their feeble collective glow struggling to fight the shadows encroaching upon this corrupt shrine. A large &#039;&#039;&#039;altar&#039;&#039;&#039; of black marble stands prominently near the northern edge of the dais, its broad flat surface reflecting the sickly glow with a lustrous sheen. Behind the altar a black marble statue stands, framing the altar with its massive wingspan. You also see an obsidian scorpion.&lt;br /&gt;
&lt;br /&gt;
===[[Rossman&#039;s Landing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34a|Berengaria&#039;s altar in Rossman&#039;s Landing church]]&lt;br /&gt;
:The church is marked on the map.&lt;br /&gt;
:[Rossman&#039;s Landing, Church]&lt;br /&gt;
::A stained glass window fills the eastern wall, situated to catch the rising sun. Beneath it, the &#039;&#039;&#039;altar&#039;&#039;&#039; is covered by a grass-green velvet cloth embroidered with images of cows and grain to honor the goddess [[Berengaria]]. Sheaves of wheat bound with ribbons decorate the walls of this simple village church.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===North Road===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|Kuniyo&#039;s stone altar at the Forest&#039;s Path&#039;s End]]&lt;br /&gt;
:Marked on the map directly below El&#039;Bain&#039;s Stop.&lt;br /&gt;
:[Forest, Path&#039;s End]&lt;br /&gt;
::The trees round out the path, ending it with a thick stand of tender maple, spinebrush, and aspen. Bowing silently in homage to the small &#039;&#039;&#039;altar&#039;&#039;&#039; set up at the spot where the path terminates, the trees nod in a gentle breeze, reaffirming their faith to the entity that guards and protects them from harm.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|The shrine of the Huntress in a dark thicket]]&lt;br /&gt;
:At the very southern end of the [[Kelpie]] and [[Wood Troll]], hunting area SEARCH for the trail. You will need ~35 [[perception skill|percepion]].&lt;br /&gt;
:[Dark Thicket, Shrouded Clearing]&lt;br /&gt;
::The trees form a horseshoe around the dark green clearing, the heavy foliage from the various oaks and ash that grow abundantly here weaving a tangled canopy which blocks light with the completeness of death. Pushed up against the very center of the &amp;quot;shoe&amp;quot; is a magnificent &#039;&#039;&#039;statue&#039;&#039;&#039; of a proud-faced woman holding a basin in her hands. A faint forest trail leads off from where the grove opens up, slicing neatly through a second growth of trees before vanishing into the woods.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap43|The altar in Ker&#039;Leor, Zindalyi Lyba]]&lt;br /&gt;
:At the very northern end of the [[Dark Spirit]] hunting area.&lt;br /&gt;
:[Ker&#039;Leor, Zindalyi Lyba]&lt;br /&gt;
::A rough chunk of stone rises from the floor as though it grew from the mountains themselves. Closer inspection reveals careful chiseling and subtle carving to create a flat-topped &#039;&#039;&#039;altar&#039;&#039;&#039;. This part of the tunnel is hushed, the stone floor clean, the walls spotless, but thrums with power. Someone -- or something -- keeps the altar in good repair. Small bits of bone and feathers are arranged behind the altar, holding meaning known only to those who laid them there.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Fornsted]]===&lt;br /&gt;
*[[RanikMap44|The Fornsted chapel]]&lt;br /&gt;
:At the depart chapel.&lt;br /&gt;
:[Fornsted, Chapel]&lt;br /&gt;
::The chapel is built of fine-grained deobar wood.  The predominant feature is an &#039;&#039;&#039;altar&#039;&#039;&#039; of polished alabaster, a bronze lion depicted on the front in tile mosaic.  Poised above the altar is a luminous gold and jade cobra with emerald eyes, its silver tongue forking between sharp fangs.  A few candelabra are scattered about the room, illuminating the cherrywood benches facing the front of the chapel. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Siksraja]]===&lt;br /&gt;
*[[RanikMap149|A stone sliver in Siksraja]]&lt;br /&gt;
:The Rakash favor cave.  Note that the sliver is not visible in room LOOK.&lt;br /&gt;
:[Dzilvawta Ala, Redivawzis Niche]&lt;br /&gt;
::Sandstone and earth form a narrow, long cocoon with just enough height to stand upright.  The roughly chiseled ceiling and uneven walls appear deliberately patterned.  Directly in front of a small niche, recessed into the back wall, are remnants of a fire that scorched the earthen floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Therenborough]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42|Therenborough&#039;s Village Chapel]]&lt;br /&gt;
:The central room of the Chapel on the southeast side of [[Therenborough]].&lt;br /&gt;
:[Therenborough Chapel, Interior]&lt;br /&gt;
::The city&#039;s tiny chapel is a simple square room furnished with polished oak pews facing a raised &#039;&#039;&#039;altar&#039;&#039;&#039;. The small stained-glass window over the entry door sparkles with candle light and casts a subdued light upon the altar, causing the embroidery on the altar cloth to glow with a silky bluish tint. A single brass candlestick rests in the middle of the cloth. You also see a marble bier with a brilliantly polished suit of full plate armor engraved with the seal of Therengia on it, a curtained opening, and a small birch door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42a|Chadatru&#039;s Chapel in Theren Keep]]&lt;br /&gt;
:From the Keep doors go N, E, go passage, climb stair, S, S, E&lt;br /&gt;
:[Theren Keep, Chapel]&lt;br /&gt;
::Sunlight is welcomed into the Chapel of Chadatru by the rainbow colors of a stained glass window set in the eastern wall. A richly embroidered tapestry serves as a backdrop to a polished ash altar carved with the image of a golden lion upon its surface. Simple oak benches have been placed here so the devout can come and observe the first rays of dawn blaze into existence across the face of the window, casting its fiery light across the &#039;&#039;&#039;altar&#039;&#039;&#039; of the god of justice. You also see a marble archway, a blue silk curtain and a fragile-looking book on a small stand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Throne City]]===&lt;br /&gt;
*[[RanikMap35|Hodierna&#039;s Gift Cathedral]]&lt;br /&gt;
:In the Cathedral Ruins.&lt;br /&gt;
:[Hodierna&#039;s Cathedral Ruins, Unicorn Pedestal]&lt;br /&gt;
::Rising above the cold surface of the granite floor, delicately polished pearl-white marble bricks form an &#039;&#039;&#039;altar&#039;&#039;&#039; surrounded by a wide circular pedestal.  In contrast to the dilapidated architecture surrounding it, a sculpted ivory unicorn stands proudly atop the marble platform, defying the passage of time that has so completely set its home in ruins.  A faint peaceful glow fills the air -- a reminder that Hodierna still smiles upon this place, despite the level of solitude the church now inhabits.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Muspar&#039;i]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Ganen Eliza altar.]]&lt;br /&gt;
:The altar is within the Cleric Guildhall.&lt;br /&gt;
:[Ganen Eliza, Somber Chapel]&lt;br /&gt;
::Standing at the center of the oblong chamber that yawns from northwest to south, brass candelabras festooned with desert-thistle wreaths surround a low altar of carved quartz.  A fine crack runs diagonally through the glossy stone, splitting it neatly in half, though the two segments remain pressed together.  Ghostly tallow candles -- the only permanent light source for the small room -- burn atop their respective perches, working desperately to illumine the paintings that line the curving walls.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Temple of Hav&#039;roth, Muspar&#039;i]]&lt;br /&gt;
:The Temple is marked on the map, once inside keep heading Northwest.&lt;br /&gt;
:[Temple of Hav&#039;roth, Altar of Hav&#039;roth]&lt;br /&gt;
::Sacred icons and ancient gold triptychs adorn the polished sandalwood shelves behind the ruby and gold altar of Hav&#039;roth. Smoky strands of pungent incense drift out of censers placed around the &#039;&#039;&#039;altar&#039;&#039;&#039; to hang lazily in mid-air. Lofty tracery windows climb up the wall behind the iconic stands to the base of the semidome above, letting light flood across the altar.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|A battered altar construct in Muspar&#039;i, Golden Heights]]&lt;br /&gt;
:Near the northern most part of the city, marked on the map.&lt;br /&gt;
:[Muspar&#039;i, Golden Heights]&lt;br /&gt;
::Several twisting passages meet in a labyrinthine tangle at the crest of the hill, where a steep cliff drops away into empty darkness, prohibiting further progress to the south. Mournful gusts of wind sweep showers of fine sand across the crumbling remains of buildings lying shrouded in shadows. One ancient stone &#039;&#039;&#039;construct&#039;&#039;&#039;, alone maintaining some semblance of its former glory, stands apart at the edge of the precipice.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|construct WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Desert Oasis===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap48|A basalt slab at Sand Clan]]&lt;br /&gt;
:From the central junction of Haizen Cugis, go sw, w.&lt;br /&gt;
:[Heru Taipa, Haizen Cugis]&lt;br /&gt;
::Formed in some sort of natural windfall, the path widens into a tear-shaped paddock lined by modest tents.  Few formations like this are common in the desert, making its seclusion from the rest of the hamlet somewhat peculiar.  At the center of the clearing stands a &#039;&#039;&#039;slab&#039;&#039;&#039; of basalt supported on a sandstone boulder and surrounded by similar small rocks.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Ilithi]]==&lt;br /&gt;
&lt;br /&gt;
===The Gash===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap62|The altar to Berengaria in the Gash]]&lt;br /&gt;
:A green room marked altar directly above the word [[snowbeast]] on the map. This is a non-combat safe room.&lt;br /&gt;
:[The Gash, Small Copse]&lt;br /&gt;
::Strangely, the ravages of day and night, which affect the other parts of The Gash, do not invade this secluded sanctuary. A sense of calm pervades this peaceful thicket. You also see a small stone &#039;&#039;&#039;altar&#039;&#039;&#039; with a small statue on it.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===The Road to Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The shrine of the Dragon]]&lt;br /&gt;
:Past the bridge over the Jademist river, look under rock, go stairs, west, search mural, go arch. The arch to get out is behind the tapestries.&lt;br /&gt;
:[Shrine to the [[World_Dragon|Dragon]], Central Chamber]&lt;br /&gt;
::This chamber is carved directly into the stone of the caverns. The walls are a dark green jade, encircling a stained &#039;&#039;&#039;altar&#039;&#039;&#039; that rests in the very center. Statues, shattered and smashed by time and angry mortal hands alike, stand forever frozen in broken dances. Elegant brass sconces still flicker with mystic lights, dim but bright enough to illuminate the area. You also see a stained jade &#039;&#039;&#039;altar&#039;&#039;&#039;, some twisted stone stairs, and some tattered silk tapestries.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The wedding chapel at Marachek&#039;s Oak]]&lt;br /&gt;
:From the main hall: climb stairwell, s, go arch.&lt;br /&gt;
:[Marachek&#039;s Oak, Wedding Chapel]&lt;br /&gt;
::An air of quiet solemnity hangs over this room, so atypical in Marachek&#039;s Oak.  White stones that radiate a soft, even light line the floor&#039;s edge like wise, silent curates.  A low, round pedestal of grey marble rests beneath a slowly turning copper &#039;&#039;&#039;disk&#039;&#039;&#039;.  It hangs from a crosshatched wattle roof several feet above the highest visitor, beyond which lies only deeper shadows receding upwards into the tree.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|disk WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64c|An ebony altar in a secluded shrine on the Darkmist Moor]]&lt;br /&gt;
:The green room marked altar in the middle of the [[crag]], [[Dusky_Scythewing_Moth|moth]], and [[Glistening_Scythewing_Larva|larva]] hunting grounds. This is a non-combat safe room.&lt;br /&gt;
:[Darkmist Moor, Secluded Shrine]&lt;br /&gt;
::Shrouded in dark purple mist, a tall ebony &#039;&#039;&#039;altar&#039;&#039;&#039; rises from the overgrown grass. A collection of hideous gargoyles stands sentry in a macabre circle around the shrine, sneering inward at the scarred monolith.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Light]]&lt;br /&gt;
:[Temple of Light, Alcove of Eylhaar]&lt;br /&gt;
::Dark grey walls enclose a somber chamber dominated by an ebony dais in the center of the room.  Censers in the four corners fill the air with the aroma of sandalwood.  Worshipper&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Darkness]]&lt;br /&gt;
:[Temple of Darkness, Aldauth&#039;s Alcove]&lt;br /&gt;
::Larger than the other alcoves in deference to the god of dark endings, most of the space is wasted since the only permanent fixture is a small black altar in the center of the rectangular room.  The air is neither hot nor cold, and there is no discernable fragrance.  Stripped down to the bare black marble floor, walls and altar, this is a quiet statement of just what we take with us when Aldauth pays his final visit.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Undershard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67b|The Undershard temple]]&lt;br /&gt;
:Temple to Hodierna, in the southeast corner of the map.&lt;br /&gt;
:[Undershard, Temple of Hodierna]&lt;br /&gt;
::This abandoned storage chamber has been refurnished as a temple, the rough stone walls painstakingly painted with beautiful, elaborate murals.  An &#039;&#039;&#039;altar&#039;&#039;&#039; of rosewood stands at the center of the room, lit with beeswax candles and surrounded by small piles of crude offerings from passers-by.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Darkling Wood]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|A granite plinth at Shadow&#039;s Reach]]&lt;br /&gt;
:On the eastern side of the map.&lt;br /&gt;
:[Shadow&#039;s Reach, Plinth]&lt;br /&gt;
::This hewn &#039;&#039;&#039;plinth&#039;&#039;&#039; of black granite is a perfectly symmetrical ashlar symbolizing the rectitude of a pure soul.  The top is charred and blackened with fire, but kept free of ashes by the swift winds.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|plinth WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|Corik&#039;s Wall, Chantry]]&lt;br /&gt;
:Marked &#039;altars&#039; on map.&lt;br /&gt;
:[Corik&#039;s Wall, Chantry]&lt;br /&gt;
::Tall brass candlesticks flank two &#039;&#039;&#039;altars&#039;&#039;&#039; draped in emerald silk that occupy a deep alcove.  One is carved of deep crimson bloodwood and the other of fine-grained ironwood.  Though no sunlight enters the windowless chantry, a bowl of oil burning behind a stained glass panel sends bright colors chasing shadows into the far corners.  Before the altars are worn velvet-clad kneelers embroidered with a laurel encircling a lion&#039;s claw.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===West Gate of Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap70|Kerenhappuch&#039;s hot springs]]&lt;br /&gt;
:Marked as &#039;altar&#039; on map.&lt;br /&gt;
:[Foot of Wyvern Mountain, Thick Ledge]&lt;br /&gt;
::The large boulders from below give way to small stones and rocks scattered haphazardly onto a thick ledge that opens into a hollowed-out area.  Large enough for even the tallest Gor&#039;Tog to stand upright, it appears the deep scratches and jagged gouges in the surrounding walls were hewn by mortal hand.  A flickering wall torch casts a feeble light over a pine &#039;&#039;&#039;altar&#039;&#039;&#039; sitting flush against the back wall. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Steelclaw Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap66a|The chapel in Steelclaw clan]]&lt;br /&gt;
:The chapel is marked on the map.&lt;br /&gt;
:[Steelclaw Clan, Chapel]&lt;br /&gt;
::Leaded glass windows fill the eastern wall, allowing the first light of day to illuminate the intricate mosaic that covers the chapel floor from wall to wall. At each of the other three cardinal points an &#039;&#039;&#039;altar&#039;&#039;&#039; stands - the southern one formed of living wood, the northern of a roughly hewn slab of basalt and the western carved from bone. Dozens of candles, guttering nubs and brightly burning pillars, adorn each altar yet the surfaces and facings are clean, without wax drip or scorch mark.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Gilen Otso Steppes===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71|Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes]]&lt;br /&gt;
:The altar is a few rooms before the gate to Horse Clan, marked on the map.&lt;br /&gt;
:[Gilen Otso Steppes, Prairie Grove]&lt;br /&gt;
::A gentle breeze whispers through this small space, lightly ruffling the tendrils of the thick emerald green moss that covers the ground like a rich velvet cloak.  The canopy of leaves close in protectively above, allowing only a small patch of night sky to be visible.  Emerging from the shadows, a masterfully carved totem in the image of an antelope guards a fine-grained ash &#039;&#039;&#039;altar&#039;&#039;&#039; from any peril the darkness may bring.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Horse Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71a|A purple osage heartwood altar at Horse Clan]]&lt;br /&gt;
:Southwest corner of the map.&lt;br /&gt;
:[Zaldi Taipa, Shaded Grove]&lt;br /&gt;
::The sweet sound of water bubbles nearby as the pathway drops into a grove of sycamore, their lower branches ornamented with an assortment of felt and kidskin pouches.  Around the base of the trees, ornate yucca baskets trimmed with quail and meadowlark feathers hold fragrant sage leaves and bundles of delicate bird bones wrapped with braided grass.  A small &#039;&#039;&#039;altar&#039;&#039;&#039; crafted of deep purple osage heartwood holds a beaded hawk-wing fan framing a brass bowl filled with milk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[House of the Revenant Fang]]===&lt;br /&gt;
*[[:File:Map_ashala_taman.jpg|Dergati&#039;s shrine at Ashala&#039;taman, Promenade of Chaos.]]&lt;br /&gt;
:Found during the limited availability [[:Category:Microtrans_events|MicroTrans event]] in the [[Ashala&#039;taman|Ashala&#039;taman tower]] section.&lt;br /&gt;
:The rooms constantly shift, so look for the &#039;&#039;Promenade of Chaos&#039;&#039; rooms, and then for &#039;&#039;Dergati shrine&#039;&#039; in the room description.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Qi&#039;Reshalia]]==&lt;br /&gt;
&lt;br /&gt;
===[[Taisgath]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap90d|The shrine to Phelim on Taisgath]]&lt;br /&gt;
:Accessible from Ratha via moongate.&lt;br /&gt;
:[Crescent Cove, Shrine to Phelim]&lt;br /&gt;
::Open to the sky above, this quiet enclosure is dedicated to Phelim, Lord of Dreams.  Odd sigils adorn the arches forming the shrine and a raised pedestal at the center of the shrine supports a Halfling-high &#039;&#039;&#039;statue&#039;&#039;&#039; of the deity.  Though no censers are apparent, the scent of sandalwood permeates the air.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The altar of the dark aspects in Ratha]]&lt;br /&gt;
:North of the Green.&lt;br /&gt;
:[A Pine Thicket]&lt;br /&gt;
::The scent of pine resin and decaying wood permeates this dark stand of trees. The sky is completely blocked from view by the overhanging boughs, and the air is still and suffocating. There is a sense of being watched, by something. You also see a cold metal &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Hodierna&#039;s Sanctuary, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Go arch twice to reach the altar.&lt;br /&gt;
:[Temple of [[Hodierna]], Holy Sanctuary]&lt;br /&gt;
::The main part of the temple is dedicated to the goddess herself. Entering through the arch, the first thing your eyes rest upon is the wall directly opposite the entrance. An awe-inspiring mural of Hodierna, made out of thousands of tiny colored tiles, covers the entire length of the sanctuary. Each tile is carefully placed, detailing the goddess&#039; features, giving her an almost life-like appearance. The &#039;&#039;&#039;altar&#039;&#039;&#039; is made of a pure white marble and polished to a lustrous shine. You also see a carved ivory arch.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Phelim&#039;s Temple, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Climb steps, Go building.&lt;br /&gt;
:[Phelim&#039;s Temple, Planetarium]&lt;br /&gt;
:The domed roof of Phelim&#039;s temple is open to the night sky with a large telescope pointed towards the heavens. You also see a cage of nightingales, a doorway, a black marble &#039;&#039;&#039;altar&#039;&#039;&#039;, and a shimmering moongate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Urrem&#039;tier&#039;s Scorpion, Ratha]]&lt;br /&gt;
:From the Green, North, Northeast, Go doorway, Go archway.&lt;br /&gt;
:[Urrem&#039;tier&#039;s Temple, Dark Alcove]&lt;br /&gt;
::Snickering noises echo in the alcove, or maybe it is the unknown breeze that chills the air even colder here than in the outer room. Shadows dance on the walls yet there is no light source visible to cause them. A larger than life onyx scorpion &#039;&#039;&#039;statue&#039;&#039;&#039; stands menacingly in the middle of the room.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Faenella&#039;s Temple, Ratha]]&lt;br /&gt;
:In the central eastern part of the Third Tier, in the same area for training [[Charisma]].&lt;br /&gt;
:[Faenella&#039;s Temple, Sanctum]&lt;br /&gt;
:Smooth, dark wooden walls curve around this tall narrow room. The only window is a skylight above a pale &#039;&#039;&#039;statue&#039;&#039;&#039; of Faenella, sculpted kneeling before a basin of water placed in the center of the space. One half of the room is strung with golden wires that run from the floor to the ceiling, and sound in the chamber vibrates them to a pleasing tone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Everild&#039;s Temple, Ratha]]&lt;br /&gt;
:Central western portion of the Third Tier. Go door, Go cave.&lt;br /&gt;
:[Everild&#039;s Temple, Inside the Cave]&lt;br /&gt;
::The small cave provides a rustic setting for the boar statue, which is made of cold bronze. Although poised as if sleeping, its body is tense and a single open eye appears to watch every movement. You also see a rough stone &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Damaris&#039; Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, West, West, Northwest.&lt;br /&gt;
:[Damaris&#039; Temple, Altar Hall]&lt;br /&gt;
:A long narrow hall focuses attention on an altar at the western end. The only ornament is the floor, an image of an elongated panther created from black marble floor tiles set against white shimmering stone. The paws of the panther embrace the &#039;&#039;&#039;altar&#039;&#039;&#039;, and its tail curves around to the door leading outside the temple.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The shrine to Glythtide, Ratha]]&lt;br /&gt;
:On the third tier just Southeast of the sewer entrance.&lt;br /&gt;
:[Glythtide&#039;s Shrine]&lt;br /&gt;
::The shrine room is shaped like a burrow, all corners rounded and smooth. Mown grasses and meadowsweet stems cover the floor in a fragrant strewing, but the main focus of the shrine remains the &#039;&#039;&#039;statue&#039;&#039;&#039; honoring the god [[Glythtide]]. You also see a wall hanging.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Chadatru&#039;s Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, Southeast, East, Go courtyard.&lt;br /&gt;
:[Chadatru&#039;s Temple, Forecourt]&lt;br /&gt;
::A row of columns frames the tall, broad temple building that rises ahead. Hundreds of burning candles rest on the low courtyard walls, illuminating this small forecourt and brightening the white pebbles underfoot. A fountain above the &#039;&#039;&#039;altar&#039;&#039;&#039; on the western wall spills fresh water over its surface, keeping the altar glistening softly in the candle light. You also see the temple entrance.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Kertigen&#039;s Temple, Ratha]]&lt;br /&gt;
:Located in the Southwestern most portion of the Third Tier.&lt;br /&gt;
:[Kertigen&#039;s Temple, Apse]&lt;br /&gt;
::Although there are no pews for worshippers to rest on, here at the front of the temple are several long wooden benches. A curved railing shaped much like the bow of a ship encloses the &#039;&#039;&#039;altar&#039;&#039;&#039;, protecting and framing it splendidly. You also see a doorway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Eluned&#039;s Temple, Ratha]]&lt;br /&gt;
:Northwestern portion of the map.&lt;br /&gt;
:[Eluned&#039;s Temple, Devotion Pool]&lt;br /&gt;
::The main portion of the temple is a large pool surrounded by a border of smooth raked sand.  On the western wall, a waterfall tumbles merrily into the pool and splashes clear water that foams and froths gently on the surface.  You also see a smooth turquoise &#039;&#039;&#039;altar&#039;&#039;&#039; and a shell-lined archway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Truffenyi&#039;s Fountain, Ratha]]&lt;br /&gt;
:From forge, go se, se, e, e, e, se.&lt;br /&gt;
:[Truffenyi&#039;s Fountain]&lt;br /&gt;
::The grassy green surrounds a large, sparkling white marble fountain.  At the fountain&#039;s center is a statue of the god Truffenyi, in mortal form, rendered by the carver as a strong muscular human warrior.  The water arcs from the rim of the fountain and rains down from above on the &#039;&#039;&#039;statue&#039;&#039;&#039; which gazes patiently on the mortal world.  Within the pool of the fountain are smaller carvings of the deity&#039;s aspects, the weasel and the magpie.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Sshoi-sson Palace]]&lt;br /&gt;
:Once inside Palace, go east.&lt;br /&gt;
:[Sshoi-sson Palace, Eastern Portico]&lt;br /&gt;
::Gazing out across the city towards the sunrise, the eastern portico offers an inspiring view to the early risers of the town.  From time to time, services are held here to welcome the day.  A low &#039;&#039;&#039;altar&#039;&#039;&#039; with a sunrise carved into the pale yellow stone is set here for that mission.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The Alamhif statue on Shh&#039;o&#039;kumu Terrace]]&lt;br /&gt;
:Located on the eastern side of the 4th Tier Terrace.&lt;br /&gt;
:[Shh&#039;o&#039;kumu Terrace, Cherrywood Lane]&lt;br /&gt;
::Several lovely homes are set back from the lane.  Large cherrywood trees span the lane creating a cathedral-like effect, hence the lane&#039;s name.  The driveways, landscaping and finishing touches of every home in the area speak of the tremendous wealth found in this privileged community.  You also see a platinum Alamhif &#039;&#039;&#039;statue&#039;&#039;&#039; and an elegant cedar-gabled home.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Reshalia]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap93|The shrine to Berengaria on Reshalia]]&lt;br /&gt;
:The mud outside the shrine is very slippery!&lt;br /&gt;
:[Shrine to Berengaria]&lt;br /&gt;
::Although constructed simply and lacking any costly materials, it&#039;s obvious this shrine was built with deep devotion.  Finely fitted boards of elm form the walls of the small structure, while the plank floors are covered with a freshly woven oat-straw matting.  The murals on the walls are simple but painstakingly done.  Copper cowbells hang around the perimeter, and sound low clungs in the breeze that blows in the door.  You also see an elmwood &#039;&#039;&#039;altar&#039;&#039;&#039; and a path out.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Pokekehekepi]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap97|The Shell Shrine of Pokekehekepi]]&lt;br /&gt;
:Blue square on the eastern side of the map.&lt;br /&gt;
:[Shell Shrine]&lt;br /&gt;
::Long, curving protrusions jut out from between the shells that make up the walls here, wickedly sharp and waiting for someone careless enough to stumble over the simple &#039;&#039;&#039;altar&#039;&#039;&#039; nestled in the sand floor.  Dark husks of now dead malchata stand a quiet vigil in the recesses opposite the shrine entrance, their bodies somehow preserved from reverting back into sand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The main altar in Halasa Temple, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:Board a currach at any of 3 docks marked on the [[RanikMap99|map of Aesry]]. UNTIE Currach, then ROW ROCK until you get close to the rock (close enough to touch it), TIE CURRACH TO ROCK, Go Rock. Head up to the temple to the southern most room of the temple.  &lt;br /&gt;
&lt;br /&gt;
NOTE: [[Free Accounts]] CANNOT board the currachs as they are flagged as &amp;quot;player-owned boats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:[Halasa Temple]&lt;br /&gt;
::This enclosed chamber is a safe harbor, sturdily protected from the wind and weather, unlike the lower levels of the temple. A small arching window to the south looks out over Cha&#039;walkas, its shape a miniature replica of the pointed arches of the walls and ceiling. An &#039;&#039;&#039;altar&#039;&#039;&#039; placed in the center of the room is unadorned but for a low dish of incense that burns with a faint pleasant scent. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Eluned in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the south room on the lower floor.&lt;br /&gt;
:[Halasa Temple, South Porch]&lt;br /&gt;
::The black polished floor reflects the image of a large, azurite carving of a &#039;&#039;&#039;dolphin&#039;&#039;&#039; as it emerges upwards from the surface of the stone. Tendrils and wisps of cloudy mist cling to the columns and swirl through the temple and finally drift southwards out over the waves to blanket the surface of the lake. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Lemicus in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the north room on the lower floor. Head up and RING the bell to get back to Aesry.&lt;br /&gt;
:[Halasa Temple, North Porch]&lt;br /&gt;
::The floor of the temple&#039;s northern wing is inlaid with a magnificent &#039;&#039;&#039;albatross&#039;&#039;&#039; -- shells, pebbles and smooth pieces of glass form the shape, feathers and details of Lemicus in her symbolic form. As the open sea air gusts through the temple and fingers of mist twine about the columns, one can imagine flying aloft with the great bird among the clouds. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap98a|The shrine of Drogor, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:SEARCH for the opening to get in, be prepared to cast [[Divine Radiance]], use the [[Glyphs|Glyph of Light]], or bring a light source. The altar is marked on the map.&lt;br /&gt;
:[Shrine of Drogor]&lt;br /&gt;
::The top of the pile of rubble is just out of reach of the ceiling of the chamber, where the image of a ferocious shark is clear on a barren circle of stone. Small bones litter the top of the rubble pile, and offerings lie scattered about the loose stone. You also see a crude &#039;&#039;&#039;altar&#039;&#039;&#039; of rock slabs.&lt;br /&gt;
&lt;br /&gt;
===[[Hara&#039;jaal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|A hidden grotto on Hara&#039;jaal]]&lt;br /&gt;
:Trothfang&#039;s altar.&lt;br /&gt;
:[A Hidden Grotto]&lt;br /&gt;
::Thick brush surrounds this bowl-shaped depression, hiding the outside world from view.  Tall stones, pockmarked with age, encircle an obsidian &#039;&#039;&#039;altar&#039;&#039;&#039;.  The air seems eerily still and empty of noise from the surrounding forest.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|The altar to Drogor on Hara&#039;jaal]]&lt;br /&gt;
:[Hara&#039;jaal, Mud Hovel]&lt;br /&gt;
::The hovel has been ransacked many times over, leaving nothing but the bare essentials.  A mat of palm fronds lies in one corner of the earth-packed floors along with a ratty blanket and serves as a bed.  A small firepit is centered in the room with a dented pot, filled with some odoriferous type of porridge, resting on a flat rock in the middle of the fire.  In one corner an altar has been created from an old ship&#039;s door and sits on two large pieces of driftwood.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Mer&#039;Kresh]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The Clerics&#039; Guild Chapel in Mer&#039;Kresh]]&lt;br /&gt;
:One east from the guildhall entrance.&lt;br /&gt;
:[Cleric&#039;s Guild, Chapel]&lt;br /&gt;
::Tall windows high on the north and south walls allow plenty of light into the chapel. A plainly carved &#039;&#039;&#039;altar&#039;&#039;&#039; sits under two beautiful stained-glass windows in the east wall. Thick red carpets hug the walls, leaving the center of the stone floor bare. Each corner holds two floor-standing braziers for the ritual burning of sacred writings.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The living coral altar of the Carillon]]&lt;br /&gt;
:At the very top of the bell tower.&lt;br /&gt;
:[Carillon, Bell Tower]&lt;br /&gt;
::Eight bronze bells are suspended from the carillon&#039;s rafters.  Each bell is a different size, and each plays a different scale note.  A series of arched openings cut through the walls allow the sea breeze to flow in and the toll of the bells to ring out.  You also see a large cube of living blue-green &#039;&#039;&#039;coral&#039;&#039;&#039; and a small door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|coral WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[M&#039;Riss]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap109|The altar of Lost Hope]]&lt;br /&gt;
:In the northwest corner of the map.  LOOK inside the niche for the &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
:[Galduta Isharon, The West Face]&lt;br /&gt;
::The broader expanse of rock to the southwest tilts and sharpens to the north, as if the outcropping itself resisted further efforts to scale its imposing face.  It must have taken persevering labor to forge the narrow path that struggles the north and south route.  A roughly carved niche in the eastern face of the rocky wall offers more evidence that the path was the work of hands, not nature.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Forfedhdar]]==&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap118d|The burial chamber of Emille the Fist]]&lt;br /&gt;
:Requires the help of a Paladin to obtain.&lt;br /&gt;
:[Excavation Site, Antechamber]&lt;br /&gt;
::Like the burial chamber, this room has been hastily dug out.  It appears that the builder put more thought into what items would be in here than ensuring safety when traversing the jaggedly cut walls and uneven floor.  Hanging from a hook is a metal mobile with hammered discs dangling from it.  You also see an animite chest encrusted with soulstones, a diorite &#039;&#039;&#039;altar&#039;&#039;&#039; embellished with a gold rampant lion, a wrought-iron rack with blackened edges, a blazing fire and an opening in the wall.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap116|Albreda&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Once entering the shrine, head north.&lt;br /&gt;
:[Albreda&#039;s Shrine, Hall of Reflections]&lt;br /&gt;
::The long, narrow mirrors that line the walls of this area are hung so as to infinitely reproduce each other and the &#039;&#039;&#039;altar&#039;&#039;&#039;.  This design results in constant reflection, which deliberately encourages occupants to look deep within to find reality. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap117b|The central altar of the Temple of Kertigen]]&lt;br /&gt;
:[Temple of Kertigen, Central Chamber]&lt;br /&gt;
::An enormous vaulted cavern opens out deep into the heart of the mountain, the ceiling lost in shadows far overhead.  The walls of the chamber appear untouched by any tools, displaying the natural beauty of the rock cradling this underground cathedral.  In its center, a highly polished granite &#039;&#039;&#039;altar&#039;&#039;&#039; rises, unadorned by carvings or ornamentation, and flanked to either side by two steadily burning tapers.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Boar Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap121|A peregan tree altar at Boar Clan]]&lt;br /&gt;
:[Boar Clan, Tabernacle]&lt;br /&gt;
::Logs form concentric half-circles in front of a large peregan tree &#039;&#039;&#039;altar&#039;&#039;&#039; that dominates the far end of the tent.  Sweet bearberry candles line the perimeter of the humble tabernacle, flickering softly and chasing the musty smell of dampness from the air.  A leather pennant branded with the image of a rampant boar hangs from above. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ain Ghazal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap114|The Green Glade of Ain Ghazal]]&lt;br /&gt;
:From the Chateau portico, go path, go trail. &lt;br /&gt;
:[Ain Ghazal, Green Glade]&lt;br /&gt;
::The glow from dozens of fireflies plays off the tall, swaying grass and lights up a dense bed of daisies in the center of the glade.  A faint trail slopes up to the north.  You also see an &#039;&#039;&#039;altar&#039;&#039;&#039; hewn from Surlaenis gold marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Roads of Forfedhdar===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap124|Divyaush&#039;s slab in an abandoned mine]]&lt;br /&gt;
:[Abandoned Mine, Storage Area]&lt;br /&gt;
::Away from the uncertain light of the entrance, the walls are slick with greasy mold leaving the room dank and musty-smelling.  Shadows lurk along the corners, masking the progressive state of decay and the ragged gaps in the sandstone veneer.  Glittering glass shards cover the floor, fanning away from a ruined cupboard.  Keeping vigil beside the mine&#039;s door is a kneeling figure, its outstretched hands holding a black marble &#039;&#039;&#039;slab&#039;&#039;&#039; upon which to rest an offering.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap133|The two-headed miracle in a black willow]]&lt;br /&gt;
:[Vela&#039;Tohr Edge, In The Black Willow]&lt;br /&gt;
::Dense boughs blanketed in a lush carpeting of interwoven vines support this perch, high above the Vela&#039;Tohr Woods.  In the distance toward the northern edge of the wood, Hag&#039;s Crag -- the mountainous home of the Temple of the North Wind -- thrusts into the heavens.  Silvery mist veils much of the range, reaching down into the forest like the ethereal fingers of restless spirits.  You also see a two-headed giant adder &#039;&#039;&#039;skeleton&#039;&#039;&#039; and a black willow trunk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|skeleton WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap115|The Road Beneath the Mountain]]&lt;br /&gt;
:[The Road Beneath the Mountain]&lt;br /&gt;
::Just inside the great gates of the entrance stands a &#039;&#039;&#039;statue&#039;&#039;&#039; of Kertigen, stretching from floor to ceiling and diverting travelers to one side or the other.  He faces the entrance to the north.  To his right, the eastern wall of the tunnel is pierced with a multitude of openings, carvings of such intricacy that the wall resembles a curtain embroidered in stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap119|Peri&#039;el&#039;s boulder beneath a ravine]]&lt;br /&gt;
:You will take injuries getting down to the boulder. &lt;br /&gt;
:[Beneath the Ravine, A Cavern]&lt;br /&gt;
::An overhang of solid earth just misses completely encasing this hollow.  Walls of sandstone alternate with slate creating a patterned march to a rough dirt floor.  A circle of medium size rocks guards an oblong boulder that dominates the room.  On the east wall a series of stones leads up to a small opening.  You also see an oblong &#039;&#039;&#039;boulder&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap131|A raccoon statue in the Clerics&#039; Guild]]&lt;br /&gt;
:[Clerics&#039; Guild, Courtyard]&lt;br /&gt;
::A dusty gravel path leads to the center of the courtyard where a small dark &#039;&#039;&#039;statue&#039;&#039;&#039; of a raccoon stands.  Hewn cedar benches encircle the area, providing a restful place for contemplation.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Temple of the North Wind]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap138|Temple of the North Wind, High Altar]]&lt;br /&gt;
:[Temple of the North Wind, High Altar]&lt;br /&gt;
::Open to the elements on all sides, the chamber&#039;s only shelter is offered by a roof of stone supported by four pillars.  The seamless flow of granite from the floor to the ceiling bears silent witness that the temple had been hollowed out of the mountain&#039;s summit in some long-ago age.  Numerous bones are suspended from the ceiling by slender ropes of steelsilk.  An unadorned &#039;&#039;&#039;altar&#039;&#039;&#039; of ice-blue marble stands in the center of the room, a stark splash of color against the setting of black stone and ivory bone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap140|Temple of the North Wind, Catacombs]]&lt;br /&gt;
:[Temple of the North Wind, Catacombs]&lt;br /&gt;
::Smooth, white plaster covers the wall space between pillars of blue-black granite.  Overhead, the vaulted ceiling is painted to resemble a stormy sky.  A tall &#039;&#039;&#039;statue&#039;&#039;&#039; of Asketi stands guard over a carved granite arch.  Framed by a tangle of disheveled hair, the grim-faced goddess glares malevolently at all who approach.  In her hands is a blued steel scythe, the honed edge glittering in the dim light.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Raven&#039;s Point]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap127|Chapel of Raven&#039;s Point]]&lt;br /&gt;
:[The Chapel of Raven&#039;s Point]&lt;br /&gt;
::In stark contrast to the hovels that fill the walls of Raven&#039;s Point, the interior of the chapel is adorned with rare gems and metals gathered from the four corners of Forfedhar.  A massive raven, carved from black stone streaked with glittering veins of gold, dominates the rear of the church, its talons curling tightly around the edges of the &#039;&#039;&#039;altar&#039;&#039;&#039; and holding it aloft.  Halos of lingering incense hover above the burning candles that line the foot of the exterior walls, fending off the pressing darkness.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Hollow Eve Festival===&lt;br /&gt;
&lt;br /&gt;
*The Massive Arachnid of Hollow Eve&lt;br /&gt;
:[The Head, Left Chamber]&lt;br /&gt;
::The curved walls here are entirely smooth, transitioning from chitin to metal and back again with seemingly organic flow.  Underfoot, the translucent nature of the floor gives visibility to all manner of pulsating organs awash in bluish fluid.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
=Former Altars=&lt;br /&gt;
Some altars have been destroyed since the release of Pilgrim Badges and are no longer available but were in the past.&lt;br /&gt;
*The shrine of Urrem&#039;tier, where the void brushes the Plane of Abiding.&lt;br /&gt;
:&#039;&#039;Area of the old [[Resurrection]] quest.&#039;&#039;&lt;br /&gt;
*The ruins of The Crossing&#039;s High Temple.&lt;br /&gt;
:&#039;&#039;A tent was located on the ruins of the original temple, which the [[Gorbesh]] destroyed. Adventuers could get [[favor]]s there before construction of the new temple was completed.&#039;&#039;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514284</id>
		<title>Pilgrim&#039;s badge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514284"/>
		<updated>2020-01-26T22:14:52Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}A &#039;&#039;&#039;pilgrim&#039;s badge&#039;&#039;&#039; is an item used by [[guild association is::Cleric]]s and [[guild association is::Paladin]]s for improving their [[Devotion]] levels and [[Soul System|Soul State]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
Plain pilgrim&#039;s badges can be purchased at [[Brother Durantine&#039;s Shop]] in [[Crossing]].&lt;br /&gt;
&lt;br /&gt;
Lay-pilgrims (non-Cleric/Paladin characters) may also use the pilgrim&#039;s badge to record their visits to holy sites without mechanical benefit for them.&lt;br /&gt;
&lt;br /&gt;
Altars can be added to pilgrim&#039;s badges every XX minutes.&lt;br /&gt;
&lt;br /&gt;
==Usage and Syntax==&lt;br /&gt;
* {{com|Study}} {{tt|badge}}: For syntax.&lt;br /&gt;
* {{com|Kiss}} {{tt|badge}} &amp;lt;when held&amp;gt;: To bond the badge and make it yours. The first user to kiss the badge bonds it.&lt;br /&gt;
* {{com|PUSH}} {{tt|&amp;lt;altar/statue/image/etc&amp;gt; WITH BADGE}} &amp;lt;when held&amp;gt;: To add and record an altar or holy site to your badge.&lt;br /&gt;
* {{com|Examine}} {{tt|badge}} &amp;lt;when held&amp;gt;: To list which altars you&#039;ve visited on pilgrimage and added to your badge.&lt;br /&gt;
* {{com|push}} {{tt|badge with other badge}} &amp;lt;when holding both&amp;gt;: To combine the altars visited between badges that you own without the need to revisit them.&lt;br /&gt;
* {{com|Pray}} {{tt|badge}} &amp;lt;when held&amp;gt;: To contemplate your holy pilgrimages.&lt;br /&gt;
:The more shrines that have been registered with the badge, the greater the devotion or soul benefit that the badge confers.&lt;br /&gt;
:[[Clerics]] will receive devotion from this action as a [[Clerical rituals|ritual]] on an eighty (80) minute timer.&lt;br /&gt;
:[[Paladins]] can increase the purity of their [[Soul system|soul state]] from this action on a thirty-one (31) minute timer.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{ISearch|pilgrim&#039;s badge}}&lt;br /&gt;
&lt;br /&gt;
=Current Altars=&lt;br /&gt;
There are at least 102 altars, listed below by province, that are currently attuned to pilgrim&#039;s badges.&lt;br /&gt;
&lt;br /&gt;
The noun of the badge-attuned item has been bolded in the room text.&lt;br /&gt;
==[[Zoluren]]==&lt;br /&gt;
&lt;br /&gt;
===[[The Crossing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Rebirth Altar in the Resurrection Creche]]&lt;br /&gt;
:From bank: southwest, go gate, north, go door&lt;br /&gt;
:[Resurrection Creche, Li Stil rae Kwego ia Kweld]&lt;br /&gt;
::Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself.  An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights.  Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine of Tamsine&#039;s Rest]]&lt;br /&gt;
:From bank: east, south, south, go shrine&lt;br /&gt;
:[Tamsine&#039;s Rest]&lt;br /&gt;
::A shady clump of sicle saplings cluster around a large, moss-encrusted fragment of pink coral. Carved into a hollow in the center of the coral landmark is a crude yet moving &#039;&#039;&#039;image&#039;&#039;&#039; of Tamsine, one of the patron goddesses of the town. Before the simple shrine is a low limestone bench, where the weary traveler might take some rest in the shade, leave offerings of flowers or food, and contemplate matters of the soul and spirit. You also see a flat rock and a low gate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Ushnish in the Crossing]]&lt;br /&gt;
:Marked on map near West Gate.&lt;br /&gt;
:[Shrine of Ushnish]&lt;br /&gt;
::In a dark, fetid alley, hard behind the [[Viper%27s_Nest_Inn|Viper&#039;s Nest Inn]], you happen upon a small shrine. Kicking away what appears to be rubbish from around it, you reveal a sculpted granite &#039;&#039;&#039;image&#039;&#039;&#039; of the serpent god Ushnish. Seeing that, you realize with a shudder that it is not rubbish you just pushed aside, but offerings of dead rats, uncured, fresh skins and other offal left by devotees of the viper-headed deity.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Kertigen in the Crossing]]&lt;br /&gt;
:Marked on map near [[Trader]]&#039;s Guild.&lt;br /&gt;
:[Shrine of Kertigen]&lt;br /&gt;
::The shrine here consists of a small rock garden with several stone benches placed at odd angles for meditation. It is a cool and quiet respite that so delights you that you do not at first notice something most remarkable. The miniature landscapes of tiny mountains and dwarf trees are not of stone and twig, but are actually fashioned out of precious metals and minerals. You also see a jade &#039;&#039;&#039;statue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1e|The Crossing&#039;s Clerics&#039; Guild Chapel, devoted to Hodierna and Kertigen]]&lt;br /&gt;
:Marked on map.&lt;br /&gt;
:[Clerics&#039; Guild, Chapel]&lt;br /&gt;
::The roof of this small, quaint chapel reaches a steep peak above, its end eventually lost in the shadows. Candles help to lift the veil of darkness, their silent flames sustaining the tranquility that engulfs the snug chamber. A square &#039;&#039;&#039;altar&#039;&#039;&#039;, located against the western wall, is fitted in front of a window of multi-colored stained glass. Although its colors are dimmed by night, the images fitted into it are illuminated by the burning tapers, rendering them clear enough for viewing. You also see a stained glass window.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The altar in the Crossing Temple&#039;s Sundering Chapel]]&lt;br /&gt;
:Go into the Wedding Chapel and look behind the topiary. Climb down the ladder to the Sundering Chapel.&lt;br /&gt;
:[Beneath the Wedding Glade, Sundering Chapel]&lt;br /&gt;
::Fresh dirt walls have been packed in crudely, a thin tunnel in the ceiling leading up to the wedding chapel above. The faint laughter of a joyous party is heard in the distance, muffled and given an eerie quality tinged with sorrow in this small hovel within the earth. A crude obsidian slab has been smoothed into a makeshift &#039;&#039;&#039;altar,&#039;&#039;&#039; littered with shattered crystal shards -- the remnants of former scission blades, and the only physical trace of the sundered wedding vows made by countless people before. You also see a ripped cotton tapestry and a tarnished brass ladder leading upward through the tunnel to the world above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Ve Aevan Gaenan High Altar]]&lt;br /&gt;
:The central green block in the left diamond on the map.&lt;br /&gt;
:[Ve Aevan Gaenan, The High Altar]&lt;br /&gt;
::High above, the temple&#039;s great iris skylight ushers in the stars&#039; cool illumination, bathing the large metallic &#039;&#039;&#039;altar&#039;&#039;&#039; in pale light. Drawn as if to a lodestone, soft glints of color from the domed Eyes far overhead lend their prismatic overtones to the clarity of starlight. Sweeping majestically upwards from this raised platform, the stairways and benches lining the massive chamber dwindle into deepest shadow as they climb to meet the vague outlines of archways arrayed in a surrounding ring far above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Tiger Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap4a|The altar to Albreda at Tiger Clan&#039;s church]]&lt;br /&gt;
:In the church in [[Tiger Clan]]&lt;br /&gt;
:[Tiger Clan Home, Old Church]&lt;br /&gt;
::Some rows of wooden pews are set before a simple &#039;&#039;&#039;altar&#039;&#039;&#039;. A symbol carved in the shape of a dove rests on a dais, and a quiet peace fills the space in tribute to Albreda&#039;s blessing. Light filters through a high window with dust motes dancing in the tranquil beams. You also see Father [[Karjon]] who is sitting and a wobbly ladder.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Knife Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap5a|The shrine to Huldah]]&lt;br /&gt;
:North end of [[Knife Clan]]&lt;br /&gt;
:[Knife Clan, Shrine]&lt;br /&gt;
::The dim light from a few flickering torches is not enough to cut through the gloom that pervades this cramped alcove.  The cold stone walls seem to close in on all sides.  Against the far wall leans a carved granite statue of a fierce weasel, its small size oddly out of place among the giant Gor&#039;Togs that inhabit these caves.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Northeast Wilds===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Saemaus in the Handfaster&#039;s Glade]]&lt;br /&gt;
:Bottom right of map.&lt;br /&gt;
:[Handfaster&#039;s Glade, Shrine to Saemaus]&lt;br /&gt;
::Soft-scented air fills the glade where patches of blooming tulips splash color against velvety grass tailor-made for bare feet. A lattice arch, covered with the pink blooms of jasmine honeysuckle, embraces and frames a small &#039;&#039;&#039;altar&#039;&#039;&#039; created from a living plant. Benches of polished wood invite couples to stop and bask in the beauty of the area and the warmth of heart&#039;s devotion.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Arthe Dale]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Glythtide in Arthe Dale]]&lt;br /&gt;
:Near swimming hole.&lt;br /&gt;
:[Arthe Dale, Shrine]&lt;br /&gt;
::A simple shrine has been erected in the niche of a large stony outcrop. Moonflower vines climb the column, twining their way around the opening, their brilliant white blossoms providing a festive border. A carved figure of &#039;&#039;&#039;[[Glythtide]]&#039;&#039;&#039; has been set inside the niche.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|Glythtide WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Kaerna Village]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9|Damaris&#039; altar near Kaerna]]&lt;br /&gt;
:Outside [[Kaerna_Village|Kaerna]]&#039;s North Gate through the shack as marked on the Map.&lt;br /&gt;
:[Near Kaerna Village, A Dark Grove]&lt;br /&gt;
::Around you grow trees in a circle so even and perfect they warrant suspicion. In the center of the grove is a deep pool, its surface smooth and glassy, undisturbed by the wind. Peering into it, it takes you a moment to realize that your face is not reflected in the pool and another to realize that neither are the trees. In fact, the only thing that can be seen are stars -- thousands and thousands of endless stars, some of which you know you have never seen in the sky above you. You also see a black obsidian &#039;&#039;&#039;altar&#039;&#039;&#039; with a rough obsidian bowl on it and a dirt path.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9b|Wildflower Meadow, Before the Gods]]&lt;br /&gt;
:Near S&#039;lai scouts hunting grounds outside Kaerna.&lt;br /&gt;
:[Wildflower Meadow, Before the Gods]&lt;br /&gt;
::ildflowers circle a leafy bush and a large, flat boulder, the surface of which is rounded due to years of exposure to the wind and rain.  Lush grass blankets the ground like a living carpet that softens footfalls.  A faint path heads toward the tree line to the north, while the field drops off elsewhere in the other directions.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Stone Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap10a|Basalt altar in Lairocott Brach]]&lt;br /&gt;
:{{com|PRAY}} ALTAR to leave the area when finished.&lt;br /&gt;
:[Lairocott Brach, Lairorung Solsteen]&lt;br /&gt;
::The blank, dark grey walls are smooth and seamless, with one single doorway flowing out of the northeast wall.  The light is dim, and the strong, warm presence of something otherworldly fills the chamber.  A small altar rests against the west wall, looking as if it were shaped from the living stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Northern Trade Road]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap11|The shrine at Eluned&#039;s Pool]]&lt;br /&gt;
:{{com|meditate}} in the Silvery Pool until you are transformed into a fish and swim into the Crystal Cavern. ({{com|meditate}} again to get out.)&lt;br /&gt;
:[Crystal Cavern]&lt;br /&gt;
::This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone &#039;&#039;&#039;statue&#039;&#039;&#039; of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap12a|The altar at Misenseor Abbey]]&lt;br /&gt;
:First room inside the Abbey proper.&lt;br /&gt;
:[Misenseor Abbey, High Altar Chamber]&lt;br /&gt;
::Wavering light produced by several glowing braziers offers enough illumination to make out discernible shapes. A series of thirteen stone columns thrusts up from the black marble floor, the tops lost in the inky darkness high above. Arrayed in a sweeping arc, these great columns stand like a ring of guardians, bringing focus to the high &#039;&#039;&#039;altar&#039;&#039;&#039; that rests upon a raised dais. As if tended by unseen servants, this place of power has remained in pristine condition despite the passage of time. You also see an ironbound door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Southern Trade Route===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|The shrine at Hodierna&#039;s Solace]]&lt;br /&gt;
:Top left of map, before the green block&lt;br /&gt;
:[An Ancient Tree]&lt;br /&gt;
::Silvery beams of moonlight stream through irregular stained-glass windows, illuminating the intricate carvings which adorn the walls and dome of this cylindrical living chapel. A single, ornately engraved &#039;&#039;&#039;column&#039;&#039;&#039; grows from the center of the room and rises to meet the delicate arched ceiling. You also see a fragile-looking book on a simple stand and a circular staircase.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|column WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|Asketi&#039;s altar in the Forest of Night]]&lt;br /&gt;
:Blood nyads and blood dryads populate this room and can engage you in combat.&lt;br /&gt;
:[Forest of Night, Blackfruit Tree]&lt;br /&gt;
::The grass of the path ends abruptly as a large swatch of circular bare dirt interrupts the path.  At the center of the clearing, a large blackfruit tree grows and before it rests a small altar.  A smoking censer releases a heavy perfume into the thick and heavy night air, attracting insects who announce their presence with dischordant buzzing and pricking bites.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Leth Deriel]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap61|The altar at Kilth Aldiyaus]]&lt;br /&gt;
:[Kilth Aldiyaus, Prayer Branch]&lt;br /&gt;
::Vaulted beams are carved into the grain of the wooden walls. Echoes of mumbled prayers and heartfelt supplications are amplified by the room&#039;s curvature. In the reverberating din, the names of all the deities mingle, then merge as one. A polished Sana&#039;ati wood &#039;&#039;&#039;altar&#039;&#039;&#039; is surrounded by hooded figures kneeling on the bare floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ilaya Taipa]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap112|The depart altar]]&lt;br /&gt;
:Once inside the chapel, {{com|climb}} staircase.&lt;br /&gt;
:[Ilaya Taipa Chapel, Inner Sanctum]&lt;br /&gt;
::Blue-green stairs shimmer like ice as they curve around the outer perimeter of the room.  Something, either magic or mechanical, causes water to flow continuously down the outside of the sanctum&#039;s glass walls, flooding the interior with wavering moonlight.  Concentric rows of benches angle down toward the central altar, a simple piece of polished grey driftwood decorated with scattered water lilies.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Corn Maze===&lt;br /&gt;
&lt;br /&gt;
*[[The Corn Maze altar]]&lt;br /&gt;
:From the maze entrance keep going east until you reach the altar.&lt;br /&gt;
:[Corn Maze, Labyrinth]&lt;br /&gt;
::Tall stalks of ripe corn tower high on either side of the thoroughfare that winds through the field, forming a thick, dense maze.  The leaves and branches bend inward and almost meet overhead, giving the maze an almost claustrophobic feel.  Dry, almost dusty dirt lies bare in neat, even spaces between the ripening rows, which have changed from a green to a nearly golden color.  You also see a cedar ‘’’altar’’’.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Therengia]]==&lt;br /&gt;
&lt;br /&gt;
===Gate of Souls===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap14a|The Temple of Ushnish]]&lt;br /&gt;
:This is along the NTR towards the Riverhaven Ferry.&lt;br /&gt;
:[Temple of Ushnish, Central Altar]&lt;br /&gt;
::The central altar is austere, lacking the carvings found in other areas of the temple.  No vipers coil along the sandstone walls, no elaborate paintings adorn the chamber.  All attention is focused upon an upthrust &#039;&#039;&#039;slab&#039;&#039;&#039; of polished black basalt veined with a natural serpentine pattern of deep green olivine. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine to Divyaush in Riverhaven&#039;s Temple]]&lt;br /&gt;
:From the Temple gate go E, N, NW, go path.&lt;br /&gt;
:[Temple, Shrine]&lt;br /&gt;
::Strong marble columns stand at the four corners of the shrine supporting an intricate latticework roof covered in flowering vines. A simple marble &#039;&#039;&#039;altar&#039;&#039;&#039; stands at the far end of the shrine before a brilliant tapestry in black and gold. The ground is strewn with fresh rose petals which give off a sweet perfume as you walk. You also see an ash and plaster gazebo that is set off to one side of the garden.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine of Harawep in Riverhaven]]&lt;br /&gt;
:From the Temple gate go NW, go trail, go curtain.&lt;br /&gt;
:[Temple, Dark Shrine]&lt;br /&gt;
::A faint whiff of corruption rises from piles of old rotting leaves covering the ground you stand on. The spreading foliage overhead casts deep shadows over the area, and you glance warily into the darkened recesses trying to find some source for the unease you feel. Towering thorn hedges all about you seem to creep closer as you watch. You also see a worm-eaten wooden &#039;&#039;&#039;statue&#039;&#039;&#039; standing astride a dark opening into the ground.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|Drogor&#039;s sacrificial altar by Faldesu River.]]&lt;br /&gt;
:Just outside the East Gate of Riverhaven.&lt;br /&gt;
:[Riverhaven, Stone Bridge]&lt;br /&gt;
::The lanes outside the eastern gate of Riverhaven are crowded with the bustle of street peddlers and merchant wagons coming and going in a great rush to sell their wares.  Beggars line the paved road, aware that the more influential and wealthy folks use this gate.  They hover, hands extended, hoping that a moment of kindness and charity might befall them.  A stone bridge that once provided passage across the river is now little more than a crumbling stone pier used by some local fishermen.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Zaulfung]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|The shrine of Urrem&#039;tier, a forsaken testament]]&lt;br /&gt;
:The green room marked hole on the map. The sliver is in the hole.&lt;br /&gt;
:[Zaulfung, Thicket Clearing]&lt;br /&gt;
::The brittle fingers of greyed and dying brush reach toward you imploringly from all sides. A ring of broken and yellow bones forms a formidable barrier around a gaping hole in the earth. A faint rustling interspersed with long periods of silence warns you of foreign eyes watching, and waiting.&lt;br /&gt;
:::In the gaping hole you see a small &#039;&#039;&#039;sliver&#039;&#039;&#039; of black marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael]]&lt;br /&gt;
:Climb the beak on the map.&lt;br /&gt;
:[Kweld Gelvdael, Vulture&#039;s Maw]&lt;br /&gt;
::Grotesque depictions of horrific beasts are etched over the dark stone walls like cobwebs, each unique and intricate in its own right. The entrance to this dark grotto gapes open, carved by the hands of the ancients to pay homage to Aldauth&#039;s vulture. Beyond the edge of the massive beak structure you perch upon, the rancid swamp stretches out below. You also see a rough basalt vulture&#039;s &#039;&#039;&#039;tongue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|tongue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The Scorpion&#039;s Stinger]]&lt;br /&gt;
:Climb to the tail on the map.&lt;br /&gt;
:[Kweld Gelvdael, Scorpion&#039;s Stinger]&lt;br /&gt;
::The precarious steps come to an end at last, at the end of the scorpion&#039;s tail.  The swamp stretches out far below, the city of Riverhaven nestled beyond its wretched grasp far to the west.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|spire WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31d|The fallen altar in Maelshyve&#039;s Fortress]]&lt;br /&gt;
:Marked on the top-right corner of the map. Unless you have a good guide, do not attempt to go here unless you have at least 100 each in climbing and swimming and can handle Maelshyve&#039;s servants (Maelshyvean cinder beasts, Maelshyvean shadow beasts, and Maelshyvean hierophants).&lt;br /&gt;
:[Maelshyve&#039;s Fortress, Fallen Altar]&lt;br /&gt;
::The stacked skull totems form a ring around the edge of the great dais, their feeble collective glow struggling to fight the shadows encroaching upon this corrupt shrine. A large &#039;&#039;&#039;altar&#039;&#039;&#039; of black marble stands prominently near the northern edge of the dais, its broad flat surface reflecting the sickly glow with a lustrous sheen. Behind the altar a black marble statue stands, framing the altar with its massive wingspan. You also see an obsidian scorpion.&lt;br /&gt;
&lt;br /&gt;
===[[Rossman&#039;s Landing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34a|Berengaria&#039;s altar in Rossman&#039;s Landing church]]&lt;br /&gt;
:The church is marked on the map.&lt;br /&gt;
:[Rossman&#039;s Landing, Church]&lt;br /&gt;
::A stained glass window fills the eastern wall, situated to catch the rising sun. Beneath it, the &#039;&#039;&#039;altar&#039;&#039;&#039; is covered by a grass-green velvet cloth embroidered with images of cows and grain to honor the goddess [[Berengaria]]. Sheaves of wheat bound with ribbons decorate the walls of this simple village church.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===North Road===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|Kuniyo&#039;s stone altar at the Forest&#039;s Path&#039;s End]]&lt;br /&gt;
:Marked on the map directly below El&#039;Bain&#039;s Stop.&lt;br /&gt;
:[Forest, Path&#039;s End]&lt;br /&gt;
::The trees round out the path, ending it with a thick stand of tender maple, spinebrush, and aspen. Bowing silently in homage to the small &#039;&#039;&#039;altar&#039;&#039;&#039; set up at the spot where the path terminates, the trees nod in a gentle breeze, reaffirming their faith to the entity that guards and protects them from harm.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|The shrine of the Huntress in a dark thicket]]&lt;br /&gt;
:At the very southern end of the [[Kelpie]] and [[Wood Troll]], hunting area SEARCH for the trail. You will need ~35 [[perception skill|percepion]].&lt;br /&gt;
:[Dark Thicket, Shrouded Clearing]&lt;br /&gt;
::The trees form a horseshoe around the dark green clearing, the heavy foliage from the various oaks and ash that grow abundantly here weaving a tangled canopy which blocks light with the completeness of death. Pushed up against the very center of the &amp;quot;shoe&amp;quot; is a magnificent &#039;&#039;&#039;statue&#039;&#039;&#039; of a proud-faced woman holding a basin in her hands. A faint forest trail leads off from where the grove opens up, slicing neatly through a second growth of trees before vanishing into the woods.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap43|The altar in Ker&#039;Leor, Zindalyi Lyba]]&lt;br /&gt;
:At the very northern end of the [[Dark Spirit]] hunting area.&lt;br /&gt;
:[Ker&#039;Leor, Zindalyi Lyba]&lt;br /&gt;
::A rough chunk of stone rises from the floor as though it grew from the mountains themselves. Closer inspection reveals careful chiseling and subtle carving to create a flat-topped &#039;&#039;&#039;altar&#039;&#039;&#039;. This part of the tunnel is hushed, the stone floor clean, the walls spotless, but thrums with power. Someone -- or something -- keeps the altar in good repair. Small bits of bone and feathers are arranged behind the altar, holding meaning known only to those who laid them there.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Fornsted]]===&lt;br /&gt;
*[[RanikMap44|The Fornsted chapel]]&lt;br /&gt;
:At the depart chapel.&lt;br /&gt;
:[Fornsted, Chapel]&lt;br /&gt;
::The chapel is built of fine-grained deobar wood.  The predominant feature is an &#039;&#039;&#039;altar&#039;&#039;&#039; of polished alabaster, a bronze lion depicted on the front in tile mosaic.  Poised above the altar is a luminous gold and jade cobra with emerald eyes, its silver tongue forking between sharp fangs.  A few candelabra are scattered about the room, illuminating the cherrywood benches facing the front of the chapel. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Siksraja]]===&lt;br /&gt;
*[[RanikMap149|A stone sliver in Siksraja]]&lt;br /&gt;
:The Rakash favor cave.  Note that the sliver is not visible in room LOOK.&lt;br /&gt;
:[Dzilvawta Ala, Redivawzis Niche]&lt;br /&gt;
::Sandstone and earth form a narrow, long cocoon with just enough height to stand upright.  The roughly chiseled ceiling and uneven walls appear deliberately patterned.  Directly in front of a small niche, recessed into the back wall, are remnants of a fire that scorched the earthen floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Therenborough]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42|Therenborough&#039;s Village Chapel]]&lt;br /&gt;
:The central room of the Chapel on the southeast side of [[Therenborough]].&lt;br /&gt;
:[Therenborough Chapel, Interior]&lt;br /&gt;
::The city&#039;s tiny chapel is a simple square room furnished with polished oak pews facing a raised &#039;&#039;&#039;altar&#039;&#039;&#039;. The small stained-glass window over the entry door sparkles with candle light and casts a subdued light upon the altar, causing the embroidery on the altar cloth to glow with a silky bluish tint. A single brass candlestick rests in the middle of the cloth. You also see a marble bier with a brilliantly polished suit of full plate armor engraved with the seal of Therengia on it, a curtained opening, and a small birch door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42a|Chadatru&#039;s Chapel in Theren Keep]]&lt;br /&gt;
:From the Keep doors go N, E, go passage, climb stair, S, S, E&lt;br /&gt;
:[Theren Keep, Chapel]&lt;br /&gt;
::Sunlight is welcomed into the Chapel of Chadatru by the rainbow colors of a stained glass window set in the eastern wall. A richly embroidered tapestry serves as a backdrop to a polished ash altar carved with the image of a golden lion upon its surface. Simple oak benches have been placed here so the devout can come and observe the first rays of dawn blaze into existence across the face of the window, casting its fiery light across the &#039;&#039;&#039;altar&#039;&#039;&#039; of the god of justice. You also see a marble archway, a blue silk curtain and a fragile-looking book on a small stand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Throne City]]===&lt;br /&gt;
*[[RanikMap35|Hodierna&#039;s Gift Cathedral]]&lt;br /&gt;
:In the Cathedral Ruins.&lt;br /&gt;
:[Hodierna&#039;s Cathedral Ruins, Unicorn Pedestal]&lt;br /&gt;
::Rising above the cold surface of the granite floor, delicately polished pearl-white marble bricks form an &#039;&#039;&#039;altar&#039;&#039;&#039; surrounded by a wide circular pedestal.  In contrast to the dilapidated architecture surrounding it, a sculpted ivory unicorn stands proudly atop the marble platform, defying the passage of time that has so completely set its home in ruins.  A faint peaceful glow fills the air -- a reminder that Hodierna still smiles upon this place, despite the level of solitude the church now inhabits.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Muspar&#039;i]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Ganen Eliza altar.]]&lt;br /&gt;
:The altar is within the Cleric Guildhall.&lt;br /&gt;
:[Ganen Eliza, Somber Chapel]&lt;br /&gt;
::Standing at the center of the oblong chamber that yawns from northwest to south, brass candelabras festooned with desert-thistle wreaths surround a low altar of carved quartz.  A fine crack runs diagonally through the glossy stone, splitting it neatly in half, though the two segments remain pressed together.  Ghostly tallow candles -- the only permanent light source for the small room -- burn atop their respective perches, working desperately to illumine the paintings that line the curving walls.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Temple of Hav&#039;roth, Muspar&#039;i]]&lt;br /&gt;
:The Temple is marked on the map, once inside keep heading Northwest.&lt;br /&gt;
:[Temple of Hav&#039;roth, Altar of Hav&#039;roth]&lt;br /&gt;
::Sacred icons and ancient gold triptychs adorn the polished sandalwood shelves behind the ruby and gold altar of Hav&#039;roth. Smoky strands of pungent incense drift out of censers placed around the &#039;&#039;&#039;altar&#039;&#039;&#039; to hang lazily in mid-air. Lofty tracery windows climb up the wall behind the iconic stands to the base of the semidome above, letting light flood across the altar.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|A battered altar construct in Muspar&#039;i, Golden Heights]]&lt;br /&gt;
:Near the northern most part of the city, marked on the map.&lt;br /&gt;
:[Muspar&#039;i, Golden Heights]&lt;br /&gt;
::Several twisting passages meet in a labyrinthine tangle at the crest of the hill, where a steep cliff drops away into empty darkness, prohibiting further progress to the south. Mournful gusts of wind sweep showers of fine sand across the crumbling remains of buildings lying shrouded in shadows. One ancient stone &#039;&#039;&#039;construct&#039;&#039;&#039;, alone maintaining some semblance of its former glory, stands apart at the edge of the precipice.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|construct WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Desert Oasis===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap48|A basalt slab at Sand Clan]]&lt;br /&gt;
:From the central junction of Haizen Cugis, go sw, w.&lt;br /&gt;
:[Heru Taipa, Haizen Cugis]&lt;br /&gt;
::Formed in some sort of natural windfall, the path widens into a tear-shaped paddock lined by modest tents.  Few formations like this are common in the desert, making its seclusion from the rest of the hamlet somewhat peculiar.  At the center of the clearing stands a &#039;&#039;&#039;slab&#039;&#039;&#039; of basalt supported on a sandstone boulder and surrounded by similar small rocks.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Ilithi]]==&lt;br /&gt;
&lt;br /&gt;
===The Gash===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap62|The altar to Berengaria in the Gash]]&lt;br /&gt;
:A green room marked altar directly above the word [[snowbeast]] on the map. This is a non-combat safe room.&lt;br /&gt;
:[The Gash, Small Copse]&lt;br /&gt;
::Strangely, the ravages of day and night, which affect the other parts of The Gash, do not invade this secluded sanctuary. A sense of calm pervades this peaceful thicket. You also see a small stone &#039;&#039;&#039;altar&#039;&#039;&#039; with a small statue on it.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===The Road to Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The shrine of the Dragon]]&lt;br /&gt;
:Past the bridge over the Jademist river, look under rock, go stairs, west, search mural, go arch. The arch to get out is behind the tapestries.&lt;br /&gt;
:[Shrine to the [[World_Dragon|Dragon]], Central Chamber]&lt;br /&gt;
::This chamber is carved directly into the stone of the caverns. The walls are a dark green jade, encircling a stained &#039;&#039;&#039;altar&#039;&#039;&#039; that rests in the very center. Statues, shattered and smashed by time and angry mortal hands alike, stand forever frozen in broken dances. Elegant brass sconces still flicker with mystic lights, dim but bright enough to illuminate the area. You also see a stained jade &#039;&#039;&#039;altar&#039;&#039;&#039;, some twisted stone stairs, and some tattered silk tapestries.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The wedding chapel at Marachek&#039;s Oak]]&lt;br /&gt;
:From the main hall: climb stairwell, s, go arch.&lt;br /&gt;
:[Marachek&#039;s Oak, Wedding Chapel]&lt;br /&gt;
::An air of quiet solemnity hangs over this room, so atypical in Marachek&#039;s Oak.  White stones that radiate a soft, even light line the floor&#039;s edge like wise, silent curates.  A low, round pedestal of grey marble rests beneath a slowly turning copper &#039;&#039;&#039;disk&#039;&#039;&#039;.  It hangs from a crosshatched wattle roof several feet above the highest visitor, beyond which lies only deeper shadows receding upwards into the tree.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|disk WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64c|An ebony altar in a secluded shrine on the Darkmist Moor]]&lt;br /&gt;
:The green room marked altar in the middle of the [[crag]], [[Dusky_Scythewing_Moth|moth]], and [[Glistening_Scythewing_Larva|larva]] hunting grounds. This is a non-combat safe room.&lt;br /&gt;
:[Darkmist Moor, Secluded Shrine]&lt;br /&gt;
::Shrouded in dark purple mist, a tall ebony &#039;&#039;&#039;altar&#039;&#039;&#039; rises from the overgrown grass. A collection of hideous gargoyles stands sentry in a macabre circle around the shrine, sneering inward at the scarred monolith.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Light]]&lt;br /&gt;
:[Temple of Light, Alcove of Eylhaar]&lt;br /&gt;
::Dark grey walls enclose a somber chamber dominated by an ebony dais in the center of the room.  Censers in the four corners fill the air with the aroma of sandalwood.  Worshipper&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Darkness]]&lt;br /&gt;
:[Temple of Darkness, Aldauth&#039;s Alcove]&lt;br /&gt;
::Larger than the other alcoves in deference to the god of dark endings, most of the space is wasted since the only permanent fixture is a small black altar in the center of the rectangular room.  The air is neither hot nor cold, and there is no discernable fragrance.  Stripped down to the bare black marble floor, walls and altar, this is a quiet statement of just what we take with us when Aldauth pays his final visit.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Undershard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67b|The Undershard temple]]&lt;br /&gt;
:Temple to Hodierna, in the southeast corner of the map.&lt;br /&gt;
:[Undershard, Temple of Hodierna]&lt;br /&gt;
::This abandoned storage chamber has been refurnished as a temple, the rough stone walls painstakingly painted with beautiful, elaborate murals.  An &#039;&#039;&#039;altar&#039;&#039;&#039; of rosewood stands at the center of the room, lit with beeswax candles and surrounded by small piles of crude offerings from passers-by.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Darkling Wood]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|A granite plinth at Shadow&#039;s Reach]]&lt;br /&gt;
:On the eastern side of the map.&lt;br /&gt;
:[Shadow&#039;s Reach, Plinth]&lt;br /&gt;
::This hewn &#039;&#039;&#039;plinth&#039;&#039;&#039; of black granite is a perfectly symmetrical ashlar symbolizing the rectitude of a pure soul.  The top is charred and blackened with fire, but kept free of ashes by the swift winds.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|plinth WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|Corik&#039;s Wall, Chantry]]&lt;br /&gt;
:Marked &#039;altars&#039; on map.&lt;br /&gt;
:[Corik&#039;s Wall, Chantry]&lt;br /&gt;
::Tall brass candlesticks flank two &#039;&#039;&#039;altars&#039;&#039;&#039; draped in emerald silk that occupy a deep alcove.  One is carved of deep crimson bloodwood and the other of fine-grained ironwood.  Though no sunlight enters the windowless chantry, a bowl of oil burning behind a stained glass panel sends bright colors chasing shadows into the far corners.  Before the altars are worn velvet-clad kneelers embroidered with a laurel encircling a lion&#039;s claw.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===West Gate of Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap70|Kerenhappuch&#039;s hot springs]]&lt;br /&gt;
:Marked as &#039;altar&#039; on map.&lt;br /&gt;
:[Foot of Wyvern Mountain, Thick Ledge]&lt;br /&gt;
::The large boulders from below give way to small stones and rocks scattered haphazardly onto a thick ledge that opens into a hollowed-out area.  Large enough for even the tallest Gor&#039;Tog to stand upright, it appears the deep scratches and jagged gouges in the surrounding walls were hewn by mortal hand.  A flickering wall torch casts a feeble light over a pine &#039;&#039;&#039;altar&#039;&#039;&#039; sitting flush against the back wall. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Steelclaw Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap66a|The chapel in Steelclaw clan]]&lt;br /&gt;
:The chapel is marked on the map.&lt;br /&gt;
:[Steelclaw Clan, Chapel]&lt;br /&gt;
::Leaded glass windows fill the eastern wall, allowing the first light of day to illuminate the intricate mosaic that covers the chapel floor from wall to wall. At each of the other three cardinal points an &#039;&#039;&#039;altar&#039;&#039;&#039; stands - the southern one formed of living wood, the northern of a roughly hewn slab of basalt and the western carved from bone. Dozens of candles, guttering nubs and brightly burning pillars, adorn each altar yet the surfaces and facings are clean, without wax drip or scorch mark.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Gilen Otso Steppes===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71|Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes]]&lt;br /&gt;
:The altar is a few rooms before the gate to Horse Clan, marked on the map.&lt;br /&gt;
:[Gilen Otso Steppes, Prairie Grove]&lt;br /&gt;
::A gentle breeze whispers through this small space, lightly ruffling the tendrils of the thick emerald green moss that covers the ground like a rich velvet cloak.  The canopy of leaves close in protectively above, allowing only a small patch of night sky to be visible.  Emerging from the shadows, a masterfully carved totem in the image of an antelope guards a fine-grained ash &#039;&#039;&#039;altar&#039;&#039;&#039; from any peril the darkness may bring.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Horse Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71a|A purple osage heartwood altar at Horse Clan]]&lt;br /&gt;
:Southwest corner of the map.&lt;br /&gt;
:[Zaldi Taipa, Shaded Grove]&lt;br /&gt;
::The sweet sound of water bubbles nearby as the pathway drops into a grove of sycamore, their lower branches ornamented with an assortment of felt and kidskin pouches.  Around the base of the trees, ornate yucca baskets trimmed with quail and meadowlark feathers hold fragrant sage leaves and bundles of delicate bird bones wrapped with braided grass.  A small &#039;&#039;&#039;altar&#039;&#039;&#039; crafted of deep purple osage heartwood holds a beaded hawk-wing fan framing a brass bowl filled with milk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[House of the Revenant Fang]]===&lt;br /&gt;
*[[:File:Map_ashala_taman.jpg|Dergati&#039;s shrine at Ashala&#039;taman, Promenade of Chaos.]]&lt;br /&gt;
:Found during the limited availability [[:Category:Microtrans_events|MicroTrans event]] in the [[Ashala&#039;taman|Ashala&#039;taman tower]] section.&lt;br /&gt;
:The rooms constantly shift, so look for the &#039;&#039;Promenade of Chaos&#039;&#039; rooms, and then for &#039;&#039;Dergati shrine&#039;&#039; in the room description.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Qi&#039;Reshalia]]==&lt;br /&gt;
&lt;br /&gt;
===[[Taisgath]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap90d|The shrine to Phelim on Taisgath]]&lt;br /&gt;
:Accessible from Ratha via moongate.&lt;br /&gt;
:[Crescent Cove, Shrine to Phelim]&lt;br /&gt;
::Open to the sky above, this quiet enclosure is dedicated to Phelim, Lord of Dreams.  Odd sigils adorn the arches forming the shrine and a raised pedestal at the center of the shrine supports a Halfling-high &#039;&#039;&#039;statue&#039;&#039;&#039; of the deity.  Though no censers are apparent, the scent of sandalwood permeates the air.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The altar of the dark aspects in Ratha]]&lt;br /&gt;
:North of the Green.&lt;br /&gt;
:[A Pine Thicket]&lt;br /&gt;
::The scent of pine resin and decaying wood permeates this dark stand of trees. The sky is completely blocked from view by the overhanging boughs, and the air is still and suffocating. There is a sense of being watched, by something. You also see a cold metal &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Hodierna&#039;s Sanctuary, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Go arch twice to reach the altar.&lt;br /&gt;
:[Temple of [[Hodierna]], Holy Sanctuary]&lt;br /&gt;
::The main part of the temple is dedicated to the goddess herself. Entering through the arch, the first thing your eyes rest upon is the wall directly opposite the entrance. An awe-inspiring mural of Hodierna, made out of thousands of tiny colored tiles, covers the entire length of the sanctuary. Each tile is carefully placed, detailing the goddess&#039; features, giving her an almost life-like appearance. The &#039;&#039;&#039;altar&#039;&#039;&#039; is made of a pure white marble and polished to a lustrous shine. You also see a carved ivory arch.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Phelim&#039;s Temple, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Climb steps, Go building.&lt;br /&gt;
:[Phelim&#039;s Temple, Planetarium]&lt;br /&gt;
:The domed roof of Phelim&#039;s temple is open to the night sky with a large telescope pointed towards the heavens. You also see a cage of nightingales, a doorway, a black marble &#039;&#039;&#039;altar&#039;&#039;&#039;, and a shimmering moongate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Urrem&#039;tier&#039;s Scorpion, Ratha]]&lt;br /&gt;
:From the Green, North, Northeast, Go doorway, Go archway.&lt;br /&gt;
:[Urrem&#039;tier&#039;s Temple, Dark Alcove]&lt;br /&gt;
::Snickering noises echo in the alcove, or maybe it is the unknown breeze that chills the air even colder here than in the outer room. Shadows dance on the walls yet there is no light source visible to cause them. A larger than life onyx scorpion &#039;&#039;&#039;statue&#039;&#039;&#039; stands menacingly in the middle of the room.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Faenella&#039;s Temple, Ratha]]&lt;br /&gt;
:In the central eastern part of the Third Tier, in the same area for training [[Charisma]].&lt;br /&gt;
:[Faenella&#039;s Temple, Sanctum]&lt;br /&gt;
:Smooth, dark wooden walls curve around this tall narrow room. The only window is a skylight above a pale &#039;&#039;&#039;statue&#039;&#039;&#039; of Faenella, sculpted kneeling before a basin of water placed in the center of the space. One half of the room is strung with golden wires that run from the floor to the ceiling, and sound in the chamber vibrates them to a pleasing tone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Everild&#039;s Temple, Ratha]]&lt;br /&gt;
:Central western portion of the Third Tier. Go door, Go cave.&lt;br /&gt;
:[Everild&#039;s Temple, Inside the Cave]&lt;br /&gt;
::The small cave provides a rustic setting for the boar statue, which is made of cold bronze. Although poised as if sleeping, its body is tense and a single open eye appears to watch every movement. You also see a rough stone &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Damaris&#039; Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, West, West, Northwest.&lt;br /&gt;
:[Damaris&#039; Temple, Altar Hall]&lt;br /&gt;
:A long narrow hall focuses attention on an altar at the western end. The only ornament is the floor, an image of an elongated panther created from black marble floor tiles set against white shimmering stone. The paws of the panther embrace the &#039;&#039;&#039;altar&#039;&#039;&#039;, and its tail curves around to the door leading outside the temple.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The shrine to Glythtide, Ratha]]&lt;br /&gt;
:On the third tier just Southeast of the sewer entrance.&lt;br /&gt;
:[Glythtide&#039;s Shrine]&lt;br /&gt;
::The shrine room is shaped like a burrow, all corners rounded and smooth. Mown grasses and meadowsweet stems cover the floor in a fragrant strewing, but the main focus of the shrine remains the &#039;&#039;&#039;statue&#039;&#039;&#039; honoring the god [[Glythtide]]. You also see a wall hanging.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Chadatru&#039;s Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, Southeast, East, Go courtyard.&lt;br /&gt;
:[Chadatru&#039;s Temple, Forecourt]&lt;br /&gt;
::A row of columns frames the tall, broad temple building that rises ahead. Hundreds of burning candles rest on the low courtyard walls, illuminating this small forecourt and brightening the white pebbles underfoot. A fountain above the &#039;&#039;&#039;altar&#039;&#039;&#039; on the western wall spills fresh water over its surface, keeping the altar glistening softly in the candle light. You also see the temple entrance.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Kertigen&#039;s Temple, Ratha]]&lt;br /&gt;
:Located in the Southwestern most portion of the Third Tier.&lt;br /&gt;
:[Kertigen&#039;s Temple, Apse]&lt;br /&gt;
::Although there are no pews for worshippers to rest on, here at the front of the temple are several long wooden benches. A curved railing shaped much like the bow of a ship encloses the &#039;&#039;&#039;altar&#039;&#039;&#039;, protecting and framing it splendidly. You also see a doorway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Eluned&#039;s Temple, Ratha]]&lt;br /&gt;
:Northwestern portion of the map.&lt;br /&gt;
:[Eluned&#039;s Temple, Devotion Pool]&lt;br /&gt;
::The main portion of the temple is a large pool surrounded by a border of smooth raked sand.  On the western wall, a waterfall tumbles merrily into the pool and splashes clear water that foams and froths gently on the surface.  You also see a smooth turquoise &#039;&#039;&#039;altar&#039;&#039;&#039; and a shell-lined archway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Truffenyi&#039;s Fountain, Ratha]]&lt;br /&gt;
:From forge, go se, se, e, e, e, se.&lt;br /&gt;
:[Truffenyi&#039;s Fountain]&lt;br /&gt;
::The grassy green surrounds a large, sparkling white marble fountain.  At the fountain&#039;s center is a statue of the god Truffenyi, in mortal form, rendered by the carver as a strong muscular human warrior.  The water arcs from the rim of the fountain and rains down from above on the &#039;&#039;&#039;statue&#039;&#039;&#039; which gazes patiently on the mortal world.  Within the pool of the fountain are smaller carvings of the deity&#039;s aspects, the weasel and the magpie.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Sshoi-sson Palace]]&lt;br /&gt;
:Once inside Palace, go east.&lt;br /&gt;
:[Sshoi-sson Palace, Eastern Portico]&lt;br /&gt;
::Gazing out across the city towards the sunrise, the eastern portico offers an inspiring view to the early risers of the town.  From time to time, services are held here to welcome the day.  A low &#039;&#039;&#039;altar&#039;&#039;&#039; with a sunrise carved into the pale yellow stone is set here for that mission.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The Alamhif statue on Shh&#039;o&#039;kumu Terrace]]&lt;br /&gt;
:Located on the eastern side of the 4th Tier Terrace.&lt;br /&gt;
:[Shh&#039;o&#039;kumu Terrace, Cherrywood Lane]&lt;br /&gt;
::Several lovely homes are set back from the lane.  Large cherrywood trees span the lane creating a cathedral-like effect, hence the lane&#039;s name.  The driveways, landscaping and finishing touches of every home in the area speak of the tremendous wealth found in this privileged community.  You also see a platinum Alamhif &#039;&#039;&#039;statue&#039;&#039;&#039; and an elegant cedar-gabled home.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Reshalia]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap93|The shrine to Berengaria on Reshalia]]&lt;br /&gt;
:The mud outside the shrine is very slippery!&lt;br /&gt;
:[Shrine to Berengaria]&lt;br /&gt;
::Although constructed simply and lacking any costly materials, it&#039;s obvious this shrine was built with deep devotion.  Finely fitted boards of elm form the walls of the small structure, while the plank floors are covered with a freshly woven oat-straw matting.  The murals on the walls are simple but painstakingly done.  Copper cowbells hang around the perimeter, and sound low clungs in the breeze that blows in the door.  You also see an elmwood &#039;&#039;&#039;altar&#039;&#039;&#039; and a path out.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Pokekehekepi]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap97|The Shell Shrine of Pokekehekepi]]&lt;br /&gt;
:Blue square on the eastern side of the map.&lt;br /&gt;
:[Shell Shrine]&lt;br /&gt;
::Long, curving protrusions jut out from between the shells that make up the walls here, wickedly sharp and waiting for someone careless enough to stumble over the simple &#039;&#039;&#039;altar&#039;&#039;&#039; nestled in the sand floor.  Dark husks of now dead malchata stand a quiet vigil in the recesses opposite the shrine entrance, their bodies somehow preserved from reverting back into sand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The main altar in Halasa Temple, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:Board a currach at any of 3 docks marked on the [[RanikMap99|map of Aesry]]. UNTIE Currach, then ROW ROCK until you get close to the rock (close enough to touch it), TIE CURRACH TO ROCK, Go Rock. Head up to the temple to the southern most room of the temple.  &lt;br /&gt;
&lt;br /&gt;
NOTE: [[Free Accounts]] CANNOT board the currachs as they are flagged as &amp;quot;player-owned boats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:[Halasa Temple]&lt;br /&gt;
::This enclosed chamber is a safe harbor, sturdily protected from the wind and weather, unlike the lower levels of the temple. A small arching window to the south looks out over Cha&#039;walkas, its shape a miniature replica of the pointed arches of the walls and ceiling. An &#039;&#039;&#039;altar&#039;&#039;&#039; placed in the center of the room is unadorned but for a low dish of incense that burns with a faint pleasant scent. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Eluned in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the south room on the lower floor.&lt;br /&gt;
:[Halasa Temple, South Porch]&lt;br /&gt;
::The black polished floor reflects the image of a large, azurite carving of a &#039;&#039;&#039;dolphin&#039;&#039;&#039; as it emerges upwards from the surface of the stone. Tendrils and wisps of cloudy mist cling to the columns and swirl through the temple and finally drift southwards out over the waves to blanket the surface of the lake. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Lemicus in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the north room on the lower floor. Head up and RING the bell to get back to Aesry.&lt;br /&gt;
:[Halasa Temple, North Porch]&lt;br /&gt;
::The floor of the temple&#039;s northern wing is inlaid with a magnificent &#039;&#039;&#039;albatross&#039;&#039;&#039; -- shells, pebbles and smooth pieces of glass form the shape, feathers and details of Lemicus in her symbolic form. As the open sea air gusts through the temple and fingers of mist twine about the columns, one can imagine flying aloft with the great bird among the clouds. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap98a|The shrine of Drogor, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:SEARCH for the opening to get in, be prepared to cast [[Divine Radiance]], use the [[Glyphs|Glyph of Light]], or bring a light source. The altar is marked on the map.&lt;br /&gt;
:[Shrine of Drogor]&lt;br /&gt;
::The top of the pile of rubble is just out of reach of the ceiling of the chamber, where the image of a ferocious shark is clear on a barren circle of stone. Small bones litter the top of the rubble pile, and offerings lie scattered about the loose stone. You also see a crude &#039;&#039;&#039;altar&#039;&#039;&#039; of rock slabs.&lt;br /&gt;
&lt;br /&gt;
===[[Hara&#039;jaal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|A hidden grotto on Hara&#039;jaal]]&lt;br /&gt;
:Trothfang&#039;s altar.&lt;br /&gt;
:[A Hidden Grotto]&lt;br /&gt;
::Thick brush surrounds this bowl-shaped depression, hiding the outside world from view.  Tall stones, pockmarked with age, encircle an obsidian &#039;&#039;&#039;altar&#039;&#039;&#039;.  The air seems eerily still and empty of noise from the surrounding forest.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|The altar to Drogor on Hara&#039;jaal]]&lt;br /&gt;
:[Hara&#039;jaal, Mud Hovel]&lt;br /&gt;
::The hovel has been ransacked many times over, leaving nothing but the bare essentials.  A mat of palm fronds lies in one corner of the earth-packed floors along with a ratty blanket and serves as a bed.  A small firepit is centered in the room with a dented pot, filled with some odoriferous type of porridge, resting on a flat rock in the middle of the fire.  In one corner an altar has been created from an old ship&#039;s door and sits on two large pieces of driftwood.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Mer&#039;Kresh]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The Clerics&#039; Guild Chapel in Mer&#039;Kresh]]&lt;br /&gt;
:One east from the guildhall entrance.&lt;br /&gt;
:[Cleric&#039;s Guild, Chapel]&lt;br /&gt;
::Tall windows high on the north and south walls allow plenty of light into the chapel. A plainly carved &#039;&#039;&#039;altar&#039;&#039;&#039; sits under two beautiful stained-glass windows in the east wall. Thick red carpets hug the walls, leaving the center of the stone floor bare. Each corner holds two floor-standing braziers for the ritual burning of sacred writings.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The living coral altar of the Carillon]]&lt;br /&gt;
:At the very top of the bell tower.&lt;br /&gt;
:[Carillon, Bell Tower]&lt;br /&gt;
::Eight bronze bells are suspended from the carillon&#039;s rafters.  Each bell is a different size, and each plays a different scale note.  A series of arched openings cut through the walls allow the sea breeze to flow in and the toll of the bells to ring out.  You also see a large cube of living blue-green &#039;&#039;&#039;coral&#039;&#039;&#039; and a small door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|coral WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[M&#039;Riss]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap109|The altar of Lost Hope]]&lt;br /&gt;
:In the northwest corner of the map.  LOOK inside the niche for the &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
:[Galduta Isharon, The West Face]&lt;br /&gt;
::The broader expanse of rock to the southwest tilts and sharpens to the north, as if the outcropping itself resisted further efforts to scale its imposing face.  It must have taken persevering labor to forge the narrow path that struggles the north and south route.  A roughly carved niche in the eastern face of the rocky wall offers more evidence that the path was the work of hands, not nature.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Forfedhdar]]==&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap118d|The burial chamber of Emille the Fist]]&lt;br /&gt;
:Requires the help of a Paladin to obtain.&lt;br /&gt;
:[Excavation Site, Antechamber]&lt;br /&gt;
::Like the burial chamber, this room has been hastily dug out.  It appears that the builder put more thought into what items would be in here than ensuring safety when traversing the jaggedly cut walls and uneven floor.  Hanging from a hook is a metal mobile with hammered discs dangling from it.  You also see an animite chest encrusted with soulstones, a diorite &#039;&#039;&#039;altar&#039;&#039;&#039; embellished with a gold rampant lion, a wrought-iron rack with blackened edges, a blazing fire and an opening in the wall.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap116|Albreda&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Once entering the shrine, head north.&lt;br /&gt;
:[Albreda&#039;s Shrine, Hall of Reflections]&lt;br /&gt;
::The long, narrow mirrors that line the walls of this area are hung so as to infinitely reproduce each other and the &#039;&#039;&#039;altar&#039;&#039;&#039;.  This design results in constant reflection, which deliberately encourages occupants to look deep within to find reality. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap117b|The central altar of the Temple of Kertigen]]&lt;br /&gt;
:[Temple of Kertigen, Central Chamber]&lt;br /&gt;
::An enormous vaulted cavern opens out deep into the heart of the mountain, the ceiling lost in shadows far overhead.  The walls of the chamber appear untouched by any tools, displaying the natural beauty of the rock cradling this underground cathedral.  In its center, a highly polished granite &#039;&#039;&#039;altar&#039;&#039;&#039; rises, unadorned by carvings or ornamentation, and flanked to either side by two steadily burning tapers.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Boar Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap121|A peregan tree altar at Boar Clan]]&lt;br /&gt;
:[Boar Clan, Tabernacle]&lt;br /&gt;
::Logs form concentric half-circles in front of a large peregan tree &#039;&#039;&#039;altar&#039;&#039;&#039; that dominates the far end of the tent.  Sweet bearberry candles line the perimeter of the humble tabernacle, flickering softly and chasing the musty smell of dampness from the air.  A leather pennant branded with the image of a rampant boar hangs from above. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ain Ghazal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap114|The Green Glade of Ain Ghazal]]&lt;br /&gt;
:From the Chateau portico, go path, go trail. &lt;br /&gt;
:[Ain Ghazal, Green Glade]&lt;br /&gt;
::The glow from dozens of fireflies plays off the tall, swaying grass and lights up a dense bed of daisies in the center of the glade.  A faint trail slopes up to the north.  You also see an &#039;&#039;&#039;altar&#039;&#039;&#039; hewn from Surlaenis gold marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Roads of Forfedhdar===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap124|Divyaush&#039;s slab in an abandoned mine]]&lt;br /&gt;
:[Abandoned Mine, Storage Area]&lt;br /&gt;
::Away from the uncertain light of the entrance, the walls are slick with greasy mold leaving the room dank and musty-smelling.  Shadows lurk along the corners, masking the progressive state of decay and the ragged gaps in the sandstone veneer.  Glittering glass shards cover the floor, fanning away from a ruined cupboard.  Keeping vigil beside the mine&#039;s door is a kneeling figure, its outstretched hands holding a black marble &#039;&#039;&#039;slab&#039;&#039;&#039; upon which to rest an offering.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap133|The two-headed miracle in a black willow]]&lt;br /&gt;
:[Vela&#039;Tohr Edge, In The Black Willow]&lt;br /&gt;
::Dense boughs blanketed in a lush carpeting of interwoven vines support this perch, high above the Vela&#039;Tohr Woods.  In the distance toward the northern edge of the wood, Hag&#039;s Crag -- the mountainous home of the Temple of the North Wind -- thrusts into the heavens.  Silvery mist veils much of the range, reaching down into the forest like the ethereal fingers of restless spirits.  You also see a two-headed giant adder &#039;&#039;&#039;skeleton&#039;&#039;&#039; and a black willow trunk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|skeleton WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap115|The Road Beneath the Mountain]]&lt;br /&gt;
:[The Road Beneath the Mountain]&lt;br /&gt;
::Just inside the great gates of the entrance stands a &#039;&#039;&#039;statue&#039;&#039;&#039; of Kertigen, stretching from floor to ceiling and diverting travelers to one side or the other.  He faces the entrance to the north.  To his right, the eastern wall of the tunnel is pierced with a multitude of openings, carvings of such intricacy that the wall resembles a curtain embroidered in stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap119|Peri&#039;el&#039;s boulder beneath a ravine]]&lt;br /&gt;
:You will take injuries getting down to the boulder. &lt;br /&gt;
:[Beneath the Ravine, A Cavern]&lt;br /&gt;
::An overhang of solid earth just misses completely encasing this hollow.  Walls of sandstone alternate with slate creating a patterned march to a rough dirt floor.  A circle of medium size rocks guards an oblong boulder that dominates the room.  On the east wall a series of stones leads up to a small opening.  You also see an oblong &#039;&#039;&#039;boulder&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap131|A raccoon statue in the Clerics&#039; Guild]]&lt;br /&gt;
:[Clerics&#039; Guild, Courtyard]&lt;br /&gt;
::A dusty gravel path leads to the center of the courtyard where a small dark &#039;&#039;&#039;statue&#039;&#039;&#039; of a raccoon stands.  Hewn cedar benches encircle the area, providing a restful place for contemplation.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Temple of the North Wind]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap138|Temple of the North Wind, High Altar]]&lt;br /&gt;
:[Temple of the North Wind, High Altar]&lt;br /&gt;
::Open to the elements on all sides, the chamber&#039;s only shelter is offered by a roof of stone supported by four pillars.  The seamless flow of granite from the floor to the ceiling bears silent witness that the temple had been hollowed out of the mountain&#039;s summit in some long-ago age.  Numerous bones are suspended from the ceiling by slender ropes of steelsilk.  An unadorned &#039;&#039;&#039;altar&#039;&#039;&#039; of ice-blue marble stands in the center of the room, a stark splash of color against the setting of black stone and ivory bone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap140|Temple of the North Wind, Catacombs]]&lt;br /&gt;
:[Temple of the North Wind, Catacombs]&lt;br /&gt;
::Smooth, white plaster covers the wall space between pillars of blue-black granite.  Overhead, the vaulted ceiling is painted to resemble a stormy sky.  A tall &#039;&#039;&#039;statue&#039;&#039;&#039; of Asketi stands guard over a carved granite arch.  Framed by a tangle of disheveled hair, the grim-faced goddess glares malevolently at all who approach.  In her hands is a blued steel scythe, the honed edge glittering in the dim light.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Raven&#039;s Point]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap127|Chapel of Raven&#039;s Point]]&lt;br /&gt;
:[The Chapel of Raven&#039;s Point]&lt;br /&gt;
::In stark contrast to the hovels that fill the walls of Raven&#039;s Point, the interior of the chapel is adorned with rare gems and metals gathered from the four corners of Forfedhar.  A massive raven, carved from black stone streaked with glittering veins of gold, dominates the rear of the church, its talons curling tightly around the edges of the &#039;&#039;&#039;altar&#039;&#039;&#039; and holding it aloft.  Halos of lingering incense hover above the burning candles that line the foot of the exterior walls, fending off the pressing darkness.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Hollow Eve Festival===&lt;br /&gt;
&lt;br /&gt;
*The Massive Arachnid of Hollow Eve&lt;br /&gt;
:[The Head, Left Chamber]&lt;br /&gt;
::The curved walls here are entirely smooth, transitioning from chitin to metal and back again with seemingly organic flow.  Underfoot, the translucent nature of the floor gives visibility to all manner of pulsating organs awash in bluish fluid.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
=Former Altars=&lt;br /&gt;
Some altars have been destroyed since the release of Pilgrim Badges and are no longer available but were in the past.&lt;br /&gt;
*The shrine of Urrem&#039;tier, where the void brushes the Plane of Abiding.&lt;br /&gt;
:&#039;&#039;Area of the old [[Resurrection]] quest.&#039;&#039;&lt;br /&gt;
*The ruins of The Crossing&#039;s High Temple.&lt;br /&gt;
:&#039;&#039;A tent was located on the ruins of the original temple, which the [[Gorbesh]] destroyed. Adventuers could get [[favor]]s there before construction of the new temple was completed.&#039;&#039;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514283</id>
		<title>Pilgrim&#039;s badge</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=514283"/>
		<updated>2020-01-26T22:14:31Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}A &#039;&#039;&#039;pilgrim&#039;s badge&#039;&#039;&#039; is an item used by [[guild association is::Cleric]]s and [[guild association is::Paladin]]s for improving their [[Devotion]] levels and [[Soul System|Soul State]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
Plain pilgrim&#039;s badges can be purchased at [[Brother Durantine&#039;s Shop]] in [[Crossing]].&lt;br /&gt;
&lt;br /&gt;
Lay-pilgrims (non-Cleric/Paladin characters) may also use the pilgrim&#039;s badge to record their visits to holy sites without mechanical benefit for them.&lt;br /&gt;
&lt;br /&gt;
Altars can be added to pilgrim badges every XX minutes.&lt;br /&gt;
&lt;br /&gt;
==Usage and Syntax==&lt;br /&gt;
* {{com|Study}} {{tt|badge}}: For syntax.&lt;br /&gt;
* {{com|Kiss}} {{tt|badge}} &amp;lt;when held&amp;gt;: To bond the badge and make it yours. The first user to kiss the badge bonds it.&lt;br /&gt;
* {{com|PUSH}} {{tt|&amp;lt;altar/statue/image/etc&amp;gt; WITH BADGE}} &amp;lt;when held&amp;gt;: To add and record an altar or holy site to your badge.&lt;br /&gt;
* {{com|Examine}} {{tt|badge}} &amp;lt;when held&amp;gt;: To list which altars you&#039;ve visited on pilgrimage and added to your badge.&lt;br /&gt;
* {{com|push}} {{tt|badge with other badge}} &amp;lt;when holding both&amp;gt;: To combine the altars visited between badges that you own without the need to revisit them.&lt;br /&gt;
* {{com|Pray}} {{tt|badge}} &amp;lt;when held&amp;gt;: To contemplate your holy pilgrimages.&lt;br /&gt;
:The more shrines that have been registered with the badge, the greater the devotion or soul benefit that the badge confers.&lt;br /&gt;
:[[Clerics]] will receive devotion from this action as a [[Clerical rituals|ritual]] on an eighty (80) minute timer.&lt;br /&gt;
:[[Paladins]] can increase the purity of their [[Soul system|soul state]] from this action on a thirty-one (31) minute timer.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{ISearch|pilgrim&#039;s badge}}&lt;br /&gt;
&lt;br /&gt;
=Current Altars=&lt;br /&gt;
There are at least 102 altars, listed below by province, that are currently attuned to pilgrim&#039;s badges.&lt;br /&gt;
&lt;br /&gt;
The noun of the badge-attuned item has been bolded in the room text.&lt;br /&gt;
==[[Zoluren]]==&lt;br /&gt;
&lt;br /&gt;
===[[The Crossing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Rebirth Altar in the Resurrection Creche]]&lt;br /&gt;
:From bank: southwest, go gate, north, go door&lt;br /&gt;
:[Resurrection Creche, Li Stil rae Kwego ia Kweld]&lt;br /&gt;
::Fragrant smoke drifts from censers to carry periodic ripples of sound from the rooms beyond, bringing the silvery chime of bells and rhythmic cadence of chant to rise and fall in the air like the heartbeat of the Temple itself.  An ivory rug cloaks the floor, surrounding an altar of translucent obsidian swirled with fiery highlights.  Stained-glass gaethzen orbs circle the altar with a misty nimbus of violet light shading to crimson and then to amber and gold -- the colors of dawn and of life renewed.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine of Tamsine&#039;s Rest]]&lt;br /&gt;
:From bank: east, south, south, go shrine&lt;br /&gt;
:[Tamsine&#039;s Rest]&lt;br /&gt;
::A shady clump of sicle saplings cluster around a large, moss-encrusted fragment of pink coral. Carved into a hollow in the center of the coral landmark is a crude yet moving &#039;&#039;&#039;image&#039;&#039;&#039; of Tamsine, one of the patron goddesses of the town. Before the simple shrine is a low limestone bench, where the weary traveler might take some rest in the shade, leave offerings of flowers or food, and contemplate matters of the soul and spirit. You also see a flat rock and a low gate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Ushnish in the Crossing]]&lt;br /&gt;
:Marked on map near West Gate.&lt;br /&gt;
:[Shrine of Ushnish]&lt;br /&gt;
::In a dark, fetid alley, hard behind the [[Viper%27s_Nest_Inn|Viper&#039;s Nest Inn]], you happen upon a small shrine. Kicking away what appears to be rubbish from around it, you reveal a sculpted granite &#039;&#039;&#039;image&#039;&#039;&#039; of the serpent god Ushnish. Seeing that, you realize with a shudder that it is not rubbish you just pushed aside, but offerings of dead rats, uncured, fresh skins and other offal left by devotees of the viper-headed deity.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|image WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1|The shrine to Kertigen in the Crossing]]&lt;br /&gt;
:Marked on map near [[Trader]]&#039;s Guild.&lt;br /&gt;
:[Shrine of Kertigen]&lt;br /&gt;
::The shrine here consists of a small rock garden with several stone benches placed at odd angles for meditation. It is a cool and quiet respite that so delights you that you do not at first notice something most remarkable. The miniature landscapes of tiny mountains and dwarf trees are not of stone and twig, but are actually fashioned out of precious metals and minerals. You also see a jade &#039;&#039;&#039;statue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1e|The Crossing&#039;s Clerics&#039; Guild Chapel, devoted to Hodierna and Kertigen]]&lt;br /&gt;
:Marked on map.&lt;br /&gt;
:[Clerics&#039; Guild, Chapel]&lt;br /&gt;
::The roof of this small, quaint chapel reaches a steep peak above, its end eventually lost in the shadows. Candles help to lift the veil of darkness, their silent flames sustaining the tranquility that engulfs the snug chamber. A square &#039;&#039;&#039;altar&#039;&#039;&#039;, located against the western wall, is fitted in front of a window of multi-colored stained glass. Although its colors are dimmed by night, the images fitted into it are illuminated by the burning tapers, rendering them clear enough for viewing. You also see a stained glass window.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The altar in the Crossing Temple&#039;s Sundering Chapel]]&lt;br /&gt;
:Go into the Wedding Chapel and look behind the topiary. Climb down the ladder to the Sundering Chapel.&lt;br /&gt;
:[Beneath the Wedding Glade, Sundering Chapel]&lt;br /&gt;
::Fresh dirt walls have been packed in crudely, a thin tunnel in the ceiling leading up to the wedding chapel above. The faint laughter of a joyous party is heard in the distance, muffled and given an eerie quality tinged with sorrow in this small hovel within the earth. A crude obsidian slab has been smoothed into a makeshift &#039;&#039;&#039;altar,&#039;&#039;&#039; littered with shattered crystal shards -- the remnants of former scission blades, and the only physical trace of the sundered wedding vows made by countless people before. You also see a ripped cotton tapestry and a tarnished brass ladder leading upward through the tunnel to the world above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap2|The Ve Aevan Gaenan High Altar]]&lt;br /&gt;
:The central green block in the left diamond on the map.&lt;br /&gt;
:[Ve Aevan Gaenan, The High Altar]&lt;br /&gt;
::High above, the temple&#039;s great iris skylight ushers in the stars&#039; cool illumination, bathing the large metallic &#039;&#039;&#039;altar&#039;&#039;&#039; in pale light. Drawn as if to a lodestone, soft glints of color from the domed Eyes far overhead lend their prismatic overtones to the clarity of starlight. Sweeping majestically upwards from this raised platform, the stairways and benches lining the massive chamber dwindle into deepest shadow as they climb to meet the vague outlines of archways arrayed in a surrounding ring far above.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Tiger Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap4a|The altar to Albreda at Tiger Clan&#039;s church]]&lt;br /&gt;
:In the church in [[Tiger Clan]]&lt;br /&gt;
:[Tiger Clan Home, Old Church]&lt;br /&gt;
::Some rows of wooden pews are set before a simple &#039;&#039;&#039;altar&#039;&#039;&#039;. A symbol carved in the shape of a dove rests on a dais, and a quiet peace fills the space in tribute to Albreda&#039;s blessing. Light filters through a high window with dust motes dancing in the tranquil beams. You also see Father [[Karjon]] who is sitting and a wobbly ladder.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Knife Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap5a|The shrine to Huldah]]&lt;br /&gt;
:North end of [[Knife Clan]]&lt;br /&gt;
:[Knife Clan, Shrine]&lt;br /&gt;
::The dim light from a few flickering torches is not enough to cut through the gloom that pervades this cramped alcove.  The cold stone walls seem to close in on all sides.  Against the far wall leans a carved granite statue of a fierce weasel, its small size oddly out of place among the giant Gor&#039;Togs that inhabit these caves.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Northeast Wilds===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Saemaus in the Handfaster&#039;s Glade]]&lt;br /&gt;
:Bottom right of map.&lt;br /&gt;
:[Handfaster&#039;s Glade, Shrine to Saemaus]&lt;br /&gt;
::Soft-scented air fills the glade where patches of blooming tulips splash color against velvety grass tailor-made for bare feet. A lattice arch, covered with the pink blooms of jasmine honeysuckle, embraces and frames a small &#039;&#039;&#039;altar&#039;&#039;&#039; created from a living plant. Benches of polished wood invite couples to stop and bask in the beauty of the area and the warmth of heart&#039;s devotion.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Arthe Dale]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap7b|The shrine to Glythtide in Arthe Dale]]&lt;br /&gt;
:Near swimming hole.&lt;br /&gt;
:[Arthe Dale, Shrine]&lt;br /&gt;
::A simple shrine has been erected in the niche of a large stony outcrop. Moonflower vines climb the column, twining their way around the opening, their brilliant white blossoms providing a festive border. A carved figure of &#039;&#039;&#039;[[Glythtide]]&#039;&#039;&#039; has been set inside the niche.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|Glythtide WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Kaerna Village]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9|Damaris&#039; altar near Kaerna]]&lt;br /&gt;
:Outside [[Kaerna_Village|Kaerna]]&#039;s North Gate through the shack as marked on the Map.&lt;br /&gt;
:[Near Kaerna Village, A Dark Grove]&lt;br /&gt;
::Around you grow trees in a circle so even and perfect they warrant suspicion. In the center of the grove is a deep pool, its surface smooth and glassy, undisturbed by the wind. Peering into it, it takes you a moment to realize that your face is not reflected in the pool and another to realize that neither are the trees. In fact, the only thing that can be seen are stars -- thousands and thousands of endless stars, some of which you know you have never seen in the sky above you. You also see a black obsidian &#039;&#039;&#039;altar&#039;&#039;&#039; with a rough obsidian bowl on it and a dirt path.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap9b|Wildflower Meadow, Before the Gods]]&lt;br /&gt;
:Near S&#039;lai scouts hunting grounds outside Kaerna.&lt;br /&gt;
:[Wildflower Meadow, Before the Gods]&lt;br /&gt;
::ildflowers circle a leafy bush and a large, flat boulder, the surface of which is rounded due to years of exposure to the wind and rain.  Lush grass blankets the ground like a living carpet that softens footfalls.  A faint path heads toward the tree line to the north, while the field drops off elsewhere in the other directions.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Stone Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap10a|Basalt altar in Lairocott Brach]]&lt;br /&gt;
:{{com|PRAY}} ALTAR to leave the area when finished.&lt;br /&gt;
:[Lairocott Brach, Lairorung Solsteen]&lt;br /&gt;
::The blank, dark grey walls are smooth and seamless, with one single doorway flowing out of the northeast wall.  The light is dim, and the strong, warm presence of something otherworldly fills the chamber.  A small altar rests against the west wall, looking as if it were shaped from the living stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Northern Trade Road]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap11|The shrine at Eluned&#039;s Pool]]&lt;br /&gt;
:{{com|meditate}} in the Silvery Pool until you are transformed into a fish and swim into the Crystal Cavern. ({{com|meditate}} again to get out.)&lt;br /&gt;
:[Crystal Cavern]&lt;br /&gt;
::This tiny cavern inside the stone outcropping is alive with the sparkle of a thousand tiny crystals embedded into every facet of rock. The deep, cool waters of the hidden pool surround you, brushing against your skin and lapping at the base of a polished limestone &#039;&#039;&#039;statue&#039;&#039;&#039; of a dolphin emerging from the water. The pleasant echo of dripping water rolls through the cave. You also see some deeper water.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap12a|The altar at Misenseor Abbey]]&lt;br /&gt;
:First room inside the Abbey proper.&lt;br /&gt;
:[Misenseor Abbey, High Altar Chamber]&lt;br /&gt;
::Wavering light produced by several glowing braziers offers enough illumination to make out discernible shapes. A series of thirteen stone columns thrusts up from the black marble floor, the tops lost in the inky darkness high above. Arrayed in a sweeping arc, these great columns stand like a ring of guardians, bringing focus to the high &#039;&#039;&#039;altar&#039;&#039;&#039; that rests upon a raised dais. As if tended by unseen servants, this place of power has remained in pristine condition despite the passage of time. You also see an ironbound door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Southern Trade Route===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|The shrine at Hodierna&#039;s Solace]]&lt;br /&gt;
:Top left of map, before the green block&lt;br /&gt;
:[An Ancient Tree]&lt;br /&gt;
::Silvery beams of moonlight stream through irregular stained-glass windows, illuminating the intricate carvings which adorn the walls and dome of this cylindrical living chapel. A single, ornately engraved &#039;&#039;&#039;column&#039;&#039;&#039; grows from the center of the room and rises to meet the delicate arched ceiling. You also see a fragile-looking book on a simple stand and a circular staircase.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|column WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap60|Asketi&#039;s altar in the Forest of Night]]&lt;br /&gt;
:Blood nyads and blood dryads populate this room and can engage you in combat.&lt;br /&gt;
:[Forest of Night, Blackfruit Tree]&lt;br /&gt;
::The grass of the path ends abruptly as a large swatch of circular bare dirt interrupts the path.  At the center of the clearing, a large blackfruit tree grows and before it rests a small altar.  A smoking censer releases a heavy perfume into the thick and heavy night air, attracting insects who announce their presence with dischordant buzzing and pricking bites.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Leth Deriel]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap61|The altar at Kilth Aldiyaus]]&lt;br /&gt;
:[Kilth Aldiyaus, Prayer Branch]&lt;br /&gt;
::Vaulted beams are carved into the grain of the wooden walls. Echoes of mumbled prayers and heartfelt supplications are amplified by the room&#039;s curvature. In the reverberating din, the names of all the deities mingle, then merge as one. A polished Sana&#039;ati wood &#039;&#039;&#039;altar&#039;&#039;&#039; is surrounded by hooded figures kneeling on the bare floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ilaya Taipa]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap112|The depart altar]]&lt;br /&gt;
:Once inside the chapel, {{com|climb}} staircase.&lt;br /&gt;
:[Ilaya Taipa Chapel, Inner Sanctum]&lt;br /&gt;
::Blue-green stairs shimmer like ice as they curve around the outer perimeter of the room.  Something, either magic or mechanical, causes water to flow continuously down the outside of the sanctum&#039;s glass walls, flooding the interior with wavering moonlight.  Concentric rows of benches angle down toward the central altar, a simple piece of polished grey driftwood decorated with scattered water lilies.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Corn Maze===&lt;br /&gt;
&lt;br /&gt;
*[[The Corn Maze altar]]&lt;br /&gt;
:From the maze entrance keep going east until you reach the altar.&lt;br /&gt;
:[Corn Maze, Labyrinth]&lt;br /&gt;
::Tall stalks of ripe corn tower high on either side of the thoroughfare that winds through the field, forming a thick, dense maze.  The leaves and branches bend inward and almost meet overhead, giving the maze an almost claustrophobic feel.  Dry, almost dusty dirt lies bare in neat, even spaces between the ripening rows, which have changed from a green to a nearly golden color.  You also see a cedar ‘’’altar’’’.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Therengia]]==&lt;br /&gt;
&lt;br /&gt;
===Gate of Souls===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap14a|The Temple of Ushnish]]&lt;br /&gt;
:This is along the NTR towards the Riverhaven Ferry.&lt;br /&gt;
:[Temple of Ushnish, Central Altar]&lt;br /&gt;
::The central altar is austere, lacking the carvings found in other areas of the temple.  No vipers coil along the sandstone walls, no elaborate paintings adorn the chamber.  All attention is focused upon an upthrust &#039;&#039;&#039;slab&#039;&#039;&#039; of polished black basalt veined with a natural serpentine pattern of deep green olivine. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine to Divyaush in Riverhaven&#039;s Temple]]&lt;br /&gt;
:From the Temple gate go E, N, NW, go path.&lt;br /&gt;
:[Temple, Shrine]&lt;br /&gt;
::Strong marble columns stand at the four corners of the shrine supporting an intricate latticework roof covered in flowering vines. A simple marble &#039;&#039;&#039;altar&#039;&#039;&#039; stands at the far end of the shrine before a brilliant tapestry in black and gold. The ground is strewn with fresh rose petals which give off a sweet perfume as you walk. You also see an ash and plaster gazebo that is set off to one side of the garden.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap30|The shrine of Harawep in Riverhaven]]&lt;br /&gt;
:From the Temple gate go NW, go trail, go curtain.&lt;br /&gt;
:[Temple, Dark Shrine]&lt;br /&gt;
::A faint whiff of corruption rises from piles of old rotting leaves covering the ground you stand on. The spreading foliage overhead casts deep shadows over the area, and you glance warily into the darkened recesses trying to find some source for the unease you feel. Towering thorn hedges all about you seem to creep closer as you watch. You also see a worm-eaten wooden &#039;&#039;&#039;statue&#039;&#039;&#039; standing astride a dark opening into the ground.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|Drogor&#039;s sacrificial altar by Faldesu River.]]&lt;br /&gt;
:Just outside the East Gate of Riverhaven.&lt;br /&gt;
:[Riverhaven, Stone Bridge]&lt;br /&gt;
::The lanes outside the eastern gate of Riverhaven are crowded with the bustle of street peddlers and merchant wagons coming and going in a great rush to sell their wares.  Beggars line the paved road, aware that the more influential and wealthy folks use this gate.  They hover, hands extended, hoping that a moment of kindness and charity might befall them.  A stone bridge that once provided passage across the river is now little more than a crumbling stone pier used by some local fishermen.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Zaulfung]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31|The shrine of Urrem&#039;tier, a forsaken testament]]&lt;br /&gt;
:The green room marked hole on the map. The sliver is in the hole.&lt;br /&gt;
:[Zaulfung, Thicket Clearing]&lt;br /&gt;
::The brittle fingers of greyed and dying brush reach toward you imploringly from all sides. A ring of broken and yellow bones forms a formidable barrier around a gaping hole in the earth. A faint rustling interspersed with long periods of silence warns you of foreign eyes watching, and waiting.&lt;br /&gt;
:::In the gaping hole you see a small &#039;&#039;&#039;sliver&#039;&#039;&#039; of black marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael]]&lt;br /&gt;
:Climb the beak on the map.&lt;br /&gt;
:[Kweld Gelvdael, Vulture&#039;s Maw]&lt;br /&gt;
::Grotesque depictions of horrific beasts are etched over the dark stone walls like cobwebs, each unique and intricate in its own right. The entrance to this dark grotto gapes open, carved by the hands of the ancients to pay homage to Aldauth&#039;s vulture. Beyond the edge of the massive beak structure you perch upon, the rancid swamp stretches out below. You also see a rough basalt vulture&#039;s &#039;&#039;&#039;tongue&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|tongue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31a|The Scorpion&#039;s Stinger]]&lt;br /&gt;
:Climb to the tail on the map.&lt;br /&gt;
:[Kweld Gelvdael, Scorpion&#039;s Stinger]&lt;br /&gt;
::The precarious steps come to an end at last, at the end of the scorpion&#039;s tail.  The swamp stretches out far below, the city of Riverhaven nestled beyond its wretched grasp far to the west.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|spire WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap31d|The fallen altar in Maelshyve&#039;s Fortress]]&lt;br /&gt;
:Marked on the top-right corner of the map. Unless you have a good guide, do not attempt to go here unless you have at least 100 each in climbing and swimming and can handle Maelshyve&#039;s servants (Maelshyvean cinder beasts, Maelshyvean shadow beasts, and Maelshyvean hierophants).&lt;br /&gt;
:[Maelshyve&#039;s Fortress, Fallen Altar]&lt;br /&gt;
::The stacked skull totems form a ring around the edge of the great dais, their feeble collective glow struggling to fight the shadows encroaching upon this corrupt shrine. A large &#039;&#039;&#039;altar&#039;&#039;&#039; of black marble stands prominently near the northern edge of the dais, its broad flat surface reflecting the sickly glow with a lustrous sheen. Behind the altar a black marble statue stands, framing the altar with its massive wingspan. You also see an obsidian scorpion.&lt;br /&gt;
&lt;br /&gt;
===[[Rossman&#039;s Landing]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34a|Berengaria&#039;s altar in Rossman&#039;s Landing church]]&lt;br /&gt;
:The church is marked on the map.&lt;br /&gt;
:[Rossman&#039;s Landing, Church]&lt;br /&gt;
::A stained glass window fills the eastern wall, situated to catch the rising sun. Beneath it, the &#039;&#039;&#039;altar&#039;&#039;&#039; is covered by a grass-green velvet cloth embroidered with images of cows and grain to honor the goddess [[Berengaria]]. Sheaves of wheat bound with ribbons decorate the walls of this simple village church.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===North Road===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|Kuniyo&#039;s stone altar at the Forest&#039;s Path&#039;s End]]&lt;br /&gt;
:Marked on the map directly below El&#039;Bain&#039;s Stop.&lt;br /&gt;
:[Forest, Path&#039;s End]&lt;br /&gt;
::The trees round out the path, ending it with a thick stand of tender maple, spinebrush, and aspen. Bowing silently in homage to the small &#039;&#039;&#039;altar&#039;&#039;&#039; set up at the spot where the path terminates, the trees nod in a gentle breeze, reaffirming their faith to the entity that guards and protects them from harm.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap41|The shrine of the Huntress in a dark thicket]]&lt;br /&gt;
:At the very southern end of the [[Kelpie]] and [[Wood Troll]], hunting area SEARCH for the trail. You will need ~35 [[perception skill|percepion]].&lt;br /&gt;
:[Dark Thicket, Shrouded Clearing]&lt;br /&gt;
::The trees form a horseshoe around the dark green clearing, the heavy foliage from the various oaks and ash that grow abundantly here weaving a tangled canopy which blocks light with the completeness of death. Pushed up against the very center of the &amp;quot;shoe&amp;quot; is a magnificent &#039;&#039;&#039;statue&#039;&#039;&#039; of a proud-faced woman holding a basin in her hands. A faint forest trail leads off from where the grove opens up, slicing neatly through a second growth of trees before vanishing into the woods.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap43|The altar in Ker&#039;Leor, Zindalyi Lyba]]&lt;br /&gt;
:At the very northern end of the [[Dark Spirit]] hunting area.&lt;br /&gt;
:[Ker&#039;Leor, Zindalyi Lyba]&lt;br /&gt;
::A rough chunk of stone rises from the floor as though it grew from the mountains themselves. Closer inspection reveals careful chiseling and subtle carving to create a flat-topped &#039;&#039;&#039;altar&#039;&#039;&#039;. This part of the tunnel is hushed, the stone floor clean, the walls spotless, but thrums with power. Someone -- or something -- keeps the altar in good repair. Small bits of bone and feathers are arranged behind the altar, holding meaning known only to those who laid them there.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Fornsted]]===&lt;br /&gt;
*[[RanikMap44|The Fornsted chapel]]&lt;br /&gt;
:At the depart chapel.&lt;br /&gt;
:[Fornsted, Chapel]&lt;br /&gt;
::The chapel is built of fine-grained deobar wood.  The predominant feature is an &#039;&#039;&#039;altar&#039;&#039;&#039; of polished alabaster, a bronze lion depicted on the front in tile mosaic.  Poised above the altar is a luminous gold and jade cobra with emerald eyes, its silver tongue forking between sharp fangs.  A few candelabra are scattered about the room, illuminating the cherrywood benches facing the front of the chapel. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Siksraja]]===&lt;br /&gt;
*[[RanikMap149|A stone sliver in Siksraja]]&lt;br /&gt;
:The Rakash favor cave.  Note that the sliver is not visible in room LOOK.&lt;br /&gt;
:[Dzilvawta Ala, Redivawzis Niche]&lt;br /&gt;
::Sandstone and earth form a narrow, long cocoon with just enough height to stand upright.  The roughly chiseled ceiling and uneven walls appear deliberately patterned.  Directly in front of a small niche, recessed into the back wall, are remnants of a fire that scorched the earthen floor.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|sliver WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Therenborough]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42|Therenborough&#039;s Village Chapel]]&lt;br /&gt;
:The central room of the Chapel on the southeast side of [[Therenborough]].&lt;br /&gt;
:[Therenborough Chapel, Interior]&lt;br /&gt;
::The city&#039;s tiny chapel is a simple square room furnished with polished oak pews facing a raised &#039;&#039;&#039;altar&#039;&#039;&#039;. The small stained-glass window over the entry door sparkles with candle light and casts a subdued light upon the altar, causing the embroidery on the altar cloth to glow with a silky bluish tint. A single brass candlestick rests in the middle of the cloth. You also see a marble bier with a brilliantly polished suit of full plate armor engraved with the seal of Therengia on it, a curtained opening, and a small birch door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap42a|Chadatru&#039;s Chapel in Theren Keep]]&lt;br /&gt;
:From the Keep doors go N, E, go passage, climb stair, S, S, E&lt;br /&gt;
:[Theren Keep, Chapel]&lt;br /&gt;
::Sunlight is welcomed into the Chapel of Chadatru by the rainbow colors of a stained glass window set in the eastern wall. A richly embroidered tapestry serves as a backdrop to a polished ash altar carved with the image of a golden lion upon its surface. Simple oak benches have been placed here so the devout can come and observe the first rays of dawn blaze into existence across the face of the window, casting its fiery light across the &#039;&#039;&#039;altar&#039;&#039;&#039; of the god of justice. You also see a marble archway, a blue silk curtain and a fragile-looking book on a small stand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Throne City]]===&lt;br /&gt;
*[[RanikMap35|Hodierna&#039;s Gift Cathedral]]&lt;br /&gt;
:In the Cathedral Ruins.&lt;br /&gt;
:[Hodierna&#039;s Cathedral Ruins, Unicorn Pedestal]&lt;br /&gt;
::Rising above the cold surface of the granite floor, delicately polished pearl-white marble bricks form an &#039;&#039;&#039;altar&#039;&#039;&#039; surrounded by a wide circular pedestal.  In contrast to the dilapidated architecture surrounding it, a sculpted ivory unicorn stands proudly atop the marble platform, defying the passage of time that has so completely set its home in ruins.  A faint peaceful glow fills the air -- a reminder that Hodierna still smiles upon this place, despite the level of solitude the church now inhabits.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Muspar&#039;i]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Ganen Eliza altar.]]&lt;br /&gt;
:The altar is within the Cleric Guildhall.&lt;br /&gt;
:[Ganen Eliza, Somber Chapel]&lt;br /&gt;
::Standing at the center of the oblong chamber that yawns from northwest to south, brass candelabras festooned with desert-thistle wreaths surround a low altar of carved quartz.  A fine crack runs diagonally through the glossy stone, splitting it neatly in half, though the two segments remain pressed together.  Ghostly tallow candles -- the only permanent light source for the small room -- burn atop their respective perches, working desperately to illumine the paintings that line the curving walls.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|The Temple of Hav&#039;roth, Muspar&#039;i]]&lt;br /&gt;
:The Temple is marked on the map, once inside keep heading Northwest.&lt;br /&gt;
:[Temple of Hav&#039;roth, Altar of Hav&#039;roth]&lt;br /&gt;
::Sacred icons and ancient gold triptychs adorn the polished sandalwood shelves behind the ruby and gold altar of Hav&#039;roth. Smoky strands of pungent incense drift out of censers placed around the &#039;&#039;&#039;altar&#039;&#039;&#039; to hang lazily in mid-air. Lofty tracery windows climb up the wall behind the iconic stands to the base of the semidome above, letting light flood across the altar.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap47|A battered altar construct in Muspar&#039;i, Golden Heights]]&lt;br /&gt;
:Near the northern most part of the city, marked on the map.&lt;br /&gt;
:[Muspar&#039;i, Golden Heights]&lt;br /&gt;
::Several twisting passages meet in a labyrinthine tangle at the crest of the hill, where a steep cliff drops away into empty darkness, prohibiting further progress to the south. Mournful gusts of wind sweep showers of fine sand across the crumbling remains of buildings lying shrouded in shadows. One ancient stone &#039;&#039;&#039;construct&#039;&#039;&#039;, alone maintaining some semblance of its former glory, stands apart at the edge of the precipice.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|construct WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Desert Oasis===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap48|A basalt slab at Sand Clan]]&lt;br /&gt;
:From the central junction of Haizen Cugis, go sw, w.&lt;br /&gt;
:[Heru Taipa, Haizen Cugis]&lt;br /&gt;
::Formed in some sort of natural windfall, the path widens into a tear-shaped paddock lined by modest tents.  Few formations like this are common in the desert, making its seclusion from the rest of the hamlet somewhat peculiar.  At the center of the clearing stands a &#039;&#039;&#039;slab&#039;&#039;&#039; of basalt supported on a sandstone boulder and surrounded by similar small rocks.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Ilithi]]==&lt;br /&gt;
&lt;br /&gt;
===The Gash===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap62|The altar to Berengaria in the Gash]]&lt;br /&gt;
:A green room marked altar directly above the word [[snowbeast]] on the map. This is a non-combat safe room.&lt;br /&gt;
:[The Gash, Small Copse]&lt;br /&gt;
::Strangely, the ravages of day and night, which affect the other parts of The Gash, do not invade this secluded sanctuary. A sense of calm pervades this peaceful thicket. You also see a small stone &#039;&#039;&#039;altar&#039;&#039;&#039; with a small statue on it.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===The Road to Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The shrine of the Dragon]]&lt;br /&gt;
:Past the bridge over the Jademist river, look under rock, go stairs, west, search mural, go arch. The arch to get out is behind the tapestries.&lt;br /&gt;
:[Shrine to the [[World_Dragon|Dragon]], Central Chamber]&lt;br /&gt;
::This chamber is carved directly into the stone of the caverns. The walls are a dark green jade, encircling a stained &#039;&#039;&#039;altar&#039;&#039;&#039; that rests in the very center. Statues, shattered and smashed by time and angry mortal hands alike, stand forever frozen in broken dances. Elegant brass sconces still flicker with mystic lights, dim but bright enough to illuminate the area. You also see a stained jade &#039;&#039;&#039;altar&#039;&#039;&#039;, some twisted stone stairs, and some tattered silk tapestries.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64|The wedding chapel at Marachek&#039;s Oak]]&lt;br /&gt;
:From the main hall: climb stairwell, s, go arch.&lt;br /&gt;
:[Marachek&#039;s Oak, Wedding Chapel]&lt;br /&gt;
::An air of quiet solemnity hangs over this room, so atypical in Marachek&#039;s Oak.  White stones that radiate a soft, even light line the floor&#039;s edge like wise, silent curates.  A low, round pedestal of grey marble rests beneath a slowly turning copper &#039;&#039;&#039;disk&#039;&#039;&#039;.  It hangs from a crosshatched wattle roof several feet above the highest visitor, beyond which lies only deeper shadows receding upwards into the tree.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|disk WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap64c|An ebony altar in a secluded shrine on the Darkmist Moor]]&lt;br /&gt;
:The green room marked altar in the middle of the [[crag]], [[Dusky_Scythewing_Moth|moth]], and [[Glistening_Scythewing_Larva|larva]] hunting grounds. This is a non-combat safe room.&lt;br /&gt;
:[Darkmist Moor, Secluded Shrine]&lt;br /&gt;
::Shrouded in dark purple mist, a tall ebony &#039;&#039;&#039;altar&#039;&#039;&#039; rises from the overgrown grass. A collection of hideous gargoyles stands sentry in a macabre circle around the shrine, sneering inward at the scarred monolith.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Light]]&lt;br /&gt;
:[Temple of Light, Alcove of Eylhaar]&lt;br /&gt;
::Dark grey walls enclose a somber chamber dominated by an ebony dais in the center of the room.  Censers in the four corners fill the air with the aroma of sandalwood.  Worshipper&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67|The rebirth altar in the Temple of Darkness]]&lt;br /&gt;
:[Temple of Darkness, Aldauth&#039;s Alcove]&lt;br /&gt;
::Larger than the other alcoves in deference to the god of dark endings, most of the space is wasted since the only permanent fixture is a small black altar in the center of the rectangular room.  The air is neither hot nor cold, and there is no discernable fragrance.  Stripped down to the bare black marble floor, walls and altar, this is a quiet statement of just what we take with us when Aldauth pays his final visit.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Undershard]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap67b|The Undershard temple]]&lt;br /&gt;
:Temple to Hodierna, in the southeast corner of the map.&lt;br /&gt;
:[Undershard, Temple of Hodierna]&lt;br /&gt;
::This abandoned storage chamber has been refurnished as a temple, the rough stone walls painstakingly painted with beautiful, elaborate murals.  An &#039;&#039;&#039;altar&#039;&#039;&#039; of rosewood stands at the center of the room, lit with beeswax candles and surrounded by small piles of crude offerings from passers-by.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Darkling Wood]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|A granite plinth at Shadow&#039;s Reach]]&lt;br /&gt;
:On the eastern side of the map.&lt;br /&gt;
:[Shadow&#039;s Reach, Plinth]&lt;br /&gt;
::This hewn &#039;&#039;&#039;plinth&#039;&#039;&#039; of black granite is a perfectly symmetrical ashlar symbolizing the rectitude of a pure soul.  The top is charred and blackened with fire, but kept free of ashes by the swift winds.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|plinth WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap68a|Corik&#039;s Wall, Chantry]]&lt;br /&gt;
:Marked &#039;altars&#039; on map.&lt;br /&gt;
:[Corik&#039;s Wall, Chantry]&lt;br /&gt;
::Tall brass candlesticks flank two &#039;&#039;&#039;altars&#039;&#039;&#039; draped in emerald silk that occupy a deep alcove.  One is carved of deep crimson bloodwood and the other of fine-grained ironwood.  Though no sunlight enters the windowless chantry, a bowl of oil burning behind a stained glass panel sends bright colors chasing shadows into the far corners.  Before the altars are worn velvet-clad kneelers embroidered with a laurel encircling a lion&#039;s claw.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===West Gate of Shard===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap70|Kerenhappuch&#039;s hot springs]]&lt;br /&gt;
:Marked as &#039;altar&#039; on map.&lt;br /&gt;
:[Foot of Wyvern Mountain, Thick Ledge]&lt;br /&gt;
::The large boulders from below give way to small stones and rocks scattered haphazardly onto a thick ledge that opens into a hollowed-out area.  Large enough for even the tallest Gor&#039;Tog to stand upright, it appears the deep scratches and jagged gouges in the surrounding walls were hewn by mortal hand.  A flickering wall torch casts a feeble light over a pine &#039;&#039;&#039;altar&#039;&#039;&#039; sitting flush against the back wall. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Steelclaw Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap66a|The chapel in Steelclaw clan]]&lt;br /&gt;
:The chapel is marked on the map.&lt;br /&gt;
:[Steelclaw Clan, Chapel]&lt;br /&gt;
::Leaded glass windows fill the eastern wall, allowing the first light of day to illuminate the intricate mosaic that covers the chapel floor from wall to wall. At each of the other three cardinal points an &#039;&#039;&#039;altar&#039;&#039;&#039; stands - the southern one formed of living wood, the northern of a roughly hewn slab of basalt and the western carved from bone. Dozens of candles, guttering nubs and brightly burning pillars, adorn each altar yet the surfaces and facings are clean, without wax drip or scorch mark.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Gilen Otso Steppes===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71|Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes]]&lt;br /&gt;
:The altar is a few rooms before the gate to Horse Clan, marked on the map.&lt;br /&gt;
:[Gilen Otso Steppes, Prairie Grove]&lt;br /&gt;
::A gentle breeze whispers through this small space, lightly ruffling the tendrils of the thick emerald green moss that covers the ground like a rich velvet cloak.  The canopy of leaves close in protectively above, allowing only a small patch of night sky to be visible.  Emerging from the shadows, a masterfully carved totem in the image of an antelope guards a fine-grained ash &#039;&#039;&#039;altar&#039;&#039;&#039; from any peril the darkness may bring.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Horse Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap71a|A purple osage heartwood altar at Horse Clan]]&lt;br /&gt;
:Southwest corner of the map.&lt;br /&gt;
:[Zaldi Taipa, Shaded Grove]&lt;br /&gt;
::The sweet sound of water bubbles nearby as the pathway drops into a grove of sycamore, their lower branches ornamented with an assortment of felt and kidskin pouches.  Around the base of the trees, ornate yucca baskets trimmed with quail and meadowlark feathers hold fragrant sage leaves and bundles of delicate bird bones wrapped with braided grass.  A small &#039;&#039;&#039;altar&#039;&#039;&#039; crafted of deep purple osage heartwood holds a beaded hawk-wing fan framing a brass bowl filled with milk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[House of the Revenant Fang]]===&lt;br /&gt;
*[[:File:Map_ashala_taman.jpg|Dergati&#039;s shrine at Ashala&#039;taman, Promenade of Chaos.]]&lt;br /&gt;
:Found during the limited availability [[:Category:Microtrans_events|MicroTrans event]] in the [[Ashala&#039;taman|Ashala&#039;taman tower]] section.&lt;br /&gt;
:The rooms constantly shift, so look for the &#039;&#039;Promenade of Chaos&#039;&#039; rooms, and then for &#039;&#039;Dergati shrine&#039;&#039; in the room description.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Qi&#039;Reshalia]]==&lt;br /&gt;
&lt;br /&gt;
===[[Taisgath]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap90d|The shrine to Phelim on Taisgath]]&lt;br /&gt;
:Accessible from Ratha via moongate.&lt;br /&gt;
:[Crescent Cove, Shrine to Phelim]&lt;br /&gt;
::Open to the sky above, this quiet enclosure is dedicated to Phelim, Lord of Dreams.  Odd sigils adorn the arches forming the shrine and a raised pedestal at the center of the shrine supports a Halfling-high &#039;&#039;&#039;statue&#039;&#039;&#039; of the deity.  Though no censers are apparent, the scent of sandalwood permeates the air.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The altar of the dark aspects in Ratha]]&lt;br /&gt;
:North of the Green.&lt;br /&gt;
:[A Pine Thicket]&lt;br /&gt;
::The scent of pine resin and decaying wood permeates this dark stand of trees. The sky is completely blocked from view by the overhanging boughs, and the air is still and suffocating. There is a sense of being watched, by something. You also see a cold metal &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Hodierna&#039;s Sanctuary, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Go arch twice to reach the altar.&lt;br /&gt;
:[Temple of [[Hodierna]], Holy Sanctuary]&lt;br /&gt;
::The main part of the temple is dedicated to the goddess herself. Entering through the arch, the first thing your eyes rest upon is the wall directly opposite the entrance. An awe-inspiring mural of Hodierna, made out of thousands of tiny colored tiles, covers the entire length of the sanctuary. Each tile is carefully placed, detailing the goddess&#039; features, giving her an almost life-like appearance. The &#039;&#039;&#039;altar&#039;&#039;&#039; is made of a pure white marble and polished to a lustrous shine. You also see a carved ivory arch.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Phelim&#039;s Temple, Ratha]]&lt;br /&gt;
:Central eastern portion of the Third Tier, Climb steps, Go building.&lt;br /&gt;
:[Phelim&#039;s Temple, Planetarium]&lt;br /&gt;
:The domed roof of Phelim&#039;s temple is open to the night sky with a large telescope pointed towards the heavens. You also see a cage of nightingales, a doorway, a black marble &#039;&#039;&#039;altar&#039;&#039;&#039;, and a shimmering moongate.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Urrem&#039;tier&#039;s Scorpion, Ratha]]&lt;br /&gt;
:From the Green, North, Northeast, Go doorway, Go archway.&lt;br /&gt;
:[Urrem&#039;tier&#039;s Temple, Dark Alcove]&lt;br /&gt;
::Snickering noises echo in the alcove, or maybe it is the unknown breeze that chills the air even colder here than in the outer room. Shadows dance on the walls yet there is no light source visible to cause them. A larger than life onyx scorpion &#039;&#039;&#039;statue&#039;&#039;&#039; stands menacingly in the middle of the room.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Faenella&#039;s Temple, Ratha]]&lt;br /&gt;
:In the central eastern part of the Third Tier, in the same area for training [[Charisma]].&lt;br /&gt;
:[Faenella&#039;s Temple, Sanctum]&lt;br /&gt;
:Smooth, dark wooden walls curve around this tall narrow room. The only window is a skylight above a pale &#039;&#039;&#039;statue&#039;&#039;&#039; of Faenella, sculpted kneeling before a basin of water placed in the center of the space. One half of the room is strung with golden wires that run from the floor to the ceiling, and sound in the chamber vibrates them to a pleasing tone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Everild&#039;s Temple, Ratha]]&lt;br /&gt;
:Central western portion of the Third Tier. Go door, Go cave.&lt;br /&gt;
:[Everild&#039;s Temple, Inside the Cave]&lt;br /&gt;
::The small cave provides a rustic setting for the boar statue, which is made of cold bronze. Although poised as if sleeping, its body is tense and a single open eye appears to watch every movement. You also see a rough stone &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Damaris&#039; Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, West, West, Northwest.&lt;br /&gt;
:[Damaris&#039; Temple, Altar Hall]&lt;br /&gt;
:A long narrow hall focuses attention on an altar at the western end. The only ornament is the floor, an image of an elongated panther created from black marble floor tiles set against white shimmering stone. The paws of the panther embrace the &#039;&#039;&#039;altar&#039;&#039;&#039;, and its tail curves around to the door leading outside the temple.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The shrine to Glythtide, Ratha]]&lt;br /&gt;
:On the third tier just Southeast of the sewer entrance.&lt;br /&gt;
:[Glythtide&#039;s Shrine]&lt;br /&gt;
::The shrine room is shaped like a burrow, all corners rounded and smooth. Mown grasses and meadowsweet stems cover the floor in a fragrant strewing, but the main focus of the shrine remains the &#039;&#039;&#039;statue&#039;&#039;&#039; honoring the god [[Glythtide]]. You also see a wall hanging.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Chadatru&#039;s Temple, Ratha]]&lt;br /&gt;
:From the sewer entrance, Southwest, Southeast, East, Go courtyard.&lt;br /&gt;
:[Chadatru&#039;s Temple, Forecourt]&lt;br /&gt;
::A row of columns frames the tall, broad temple building that rises ahead. Hundreds of burning candles rest on the low courtyard walls, illuminating this small forecourt and brightening the white pebbles underfoot. A fountain above the &#039;&#039;&#039;altar&#039;&#039;&#039; on the western wall spills fresh water over its surface, keeping the altar glistening softly in the candle light. You also see the temple entrance.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Kertigen&#039;s Temple, Ratha]]&lt;br /&gt;
:Located in the Southwestern most portion of the Third Tier.&lt;br /&gt;
:[Kertigen&#039;s Temple, Apse]&lt;br /&gt;
::Although there are no pews for worshippers to rest on, here at the front of the temple are several long wooden benches. A curved railing shaped much like the bow of a ship encloses the &#039;&#039;&#039;altar&#039;&#039;&#039;, protecting and framing it splendidly. You also see a doorway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Eluned&#039;s Temple, Ratha]]&lt;br /&gt;
:Northwestern portion of the map.&lt;br /&gt;
:[Eluned&#039;s Temple, Devotion Pool]&lt;br /&gt;
::The main portion of the temple is a large pool surrounded by a border of smooth raked sand.  On the western wall, a waterfall tumbles merrily into the pool and splashes clear water that foams and froths gently on the surface.  You also see a smooth turquoise &#039;&#039;&#039;altar&#039;&#039;&#039; and a shell-lined archway.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Truffenyi&#039;s Fountain, Ratha]]&lt;br /&gt;
:From forge, go se, se, e, e, e, se.&lt;br /&gt;
:[Truffenyi&#039;s Fountain]&lt;br /&gt;
::The grassy green surrounds a large, sparkling white marble fountain.  At the fountain&#039;s center is a statue of the god Truffenyi, in mortal form, rendered by the carver as a strong muscular human warrior.  The water arcs from the rim of the fountain and rains down from above on the &#039;&#039;&#039;statue&#039;&#039;&#039; which gazes patiently on the mortal world.  Within the pool of the fountain are smaller carvings of the deity&#039;s aspects, the weasel and the magpie.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|Sshoi-sson Palace]]&lt;br /&gt;
:Once inside Palace, go east.&lt;br /&gt;
:[Sshoi-sson Palace, Eastern Portico]&lt;br /&gt;
::Gazing out across the city towards the sunrise, the eastern portico offers an inspiring view to the early risers of the town.  From time to time, services are held here to welcome the day.  A low &#039;&#039;&#039;altar&#039;&#039;&#039; with a sunrise carved into the pale yellow stone is set here for that mission.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap91|The Alamhif statue on Shh&#039;o&#039;kumu Terrace]]&lt;br /&gt;
:Located on the eastern side of the 4th Tier Terrace.&lt;br /&gt;
:[Shh&#039;o&#039;kumu Terrace, Cherrywood Lane]&lt;br /&gt;
::Several lovely homes are set back from the lane.  Large cherrywood trees span the lane creating a cathedral-like effect, hence the lane&#039;s name.  The driveways, landscaping and finishing touches of every home in the area speak of the tremendous wealth found in this privileged community.  You also see a platinum Alamhif &#039;&#039;&#039;statue&#039;&#039;&#039; and an elegant cedar-gabled home.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Reshalia]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap93|The shrine to Berengaria on Reshalia]]&lt;br /&gt;
:The mud outside the shrine is very slippery!&lt;br /&gt;
:[Shrine to Berengaria]&lt;br /&gt;
::Although constructed simply and lacking any costly materials, it&#039;s obvious this shrine was built with deep devotion.  Finely fitted boards of elm form the walls of the small structure, while the plank floors are covered with a freshly woven oat-straw matting.  The murals on the walls are simple but painstakingly done.  Copper cowbells hang around the perimeter, and sound low clungs in the breeze that blows in the door.  You also see an elmwood &#039;&#039;&#039;altar&#039;&#039;&#039; and a path out.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Pokekehekepi]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap97|The Shell Shrine of Pokekehekepi]]&lt;br /&gt;
:Blue square on the eastern side of the map.&lt;br /&gt;
:[Shell Shrine]&lt;br /&gt;
::Long, curving protrusions jut out from between the shells that make up the walls here, wickedly sharp and waiting for someone careless enough to stumble over the simple &#039;&#039;&#039;altar&#039;&#039;&#039; nestled in the sand floor.  Dark husks of now dead malchata stand a quiet vigil in the recesses opposite the shrine entrance, their bodies somehow preserved from reverting back into sand.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The main altar in Halasa Temple, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:Board a currach at any of 3 docks marked on the [[RanikMap99|map of Aesry]]. UNTIE Currach, then ROW ROCK until you get close to the rock (close enough to touch it), TIE CURRACH TO ROCK, Go Rock. Head up to the temple to the southern most room of the temple.  &lt;br /&gt;
&lt;br /&gt;
NOTE: [[Free Accounts]] CANNOT board the currachs as they are flagged as &amp;quot;player-owned boats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:[Halasa Temple]&lt;br /&gt;
::This enclosed chamber is a safe harbor, sturdily protected from the wind and weather, unlike the lower levels of the temple. A small arching window to the south looks out over Cha&#039;walkas, its shape a miniature replica of the pointed arches of the walls and ceiling. An &#039;&#039;&#039;altar&#039;&#039;&#039; placed in the center of the room is unadorned but for a low dish of incense that burns with a faint pleasant scent. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Eluned in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the south room on the lower floor.&lt;br /&gt;
:[Halasa Temple, South Porch]&lt;br /&gt;
::The black polished floor reflects the image of a large, azurite carving of a &#039;&#039;&#039;dolphin&#039;&#039;&#039; as it emerges upwards from the surface of the stone. Tendrils and wisps of cloudy mist cling to the columns and swirl through the temple and finally drift southwards out over the waves to blanket the surface of the lake. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap99a|The shrine to Lemicus in Halasa Temple]]&lt;br /&gt;
:Follow the above direction to get to the temple. This image is in the north room on the lower floor. Head up and RING the bell to get back to Aesry.&lt;br /&gt;
:[Halasa Temple, North Porch]&lt;br /&gt;
::The floor of the temple&#039;s northern wing is inlaid with a magnificent &#039;&#039;&#039;albatross&#039;&#039;&#039; -- shells, pebbles and smooth pieces of glass form the shape, feathers and details of Lemicus in her symbolic form. As the open sea air gusts through the temple and fingers of mist twine about the columns, one can imagine flying aloft with the great bird among the clouds. You also see a nautilus stairway.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap98a|The shrine of Drogor, Aesry Surlaenis&#039;a]]&lt;br /&gt;
:SEARCH for the opening to get in, be prepared to cast [[Divine Radiance]], use the [[Glyphs|Glyph of Light]], or bring a light source. The altar is marked on the map.&lt;br /&gt;
:[Shrine of Drogor]&lt;br /&gt;
::The top of the pile of rubble is just out of reach of the ceiling of the chamber, where the image of a ferocious shark is clear on a barren circle of stone. Small bones litter the top of the rubble pile, and offerings lie scattered about the loose stone. You also see a crude &#039;&#039;&#039;altar&#039;&#039;&#039; of rock slabs.&lt;br /&gt;
&lt;br /&gt;
===[[Hara&#039;jaal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|A hidden grotto on Hara&#039;jaal]]&lt;br /&gt;
:Trothfang&#039;s altar.&lt;br /&gt;
:[A Hidden Grotto]&lt;br /&gt;
::Thick brush surrounds this bowl-shaped depression, hiding the outside world from view.  Tall stones, pockmarked with age, encircle an obsidian &#039;&#039;&#039;altar&#039;&#039;&#039;.  The air seems eerily still and empty of noise from the surrounding forest.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap106|The altar to Drogor on Hara&#039;jaal]]&lt;br /&gt;
:[Hara&#039;jaal, Mud Hovel]&lt;br /&gt;
::The hovel has been ransacked many times over, leaving nothing but the bare essentials.  A mat of palm fronds lies in one corner of the earth-packed floors along with a ratty blanket and serves as a bed.  A small firepit is centered in the room with a dented pot, filled with some odoriferous type of porridge, resting on a flat rock in the middle of the fire.  In one corner an altar has been created from an old ship&#039;s door and sits on two large pieces of driftwood.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Mer&#039;Kresh]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The Clerics&#039; Guild Chapel in Mer&#039;Kresh]]&lt;br /&gt;
:One east from the guildhall entrance.&lt;br /&gt;
:[Cleric&#039;s Guild, Chapel]&lt;br /&gt;
::Tall windows high on the north and south walls allow plenty of light into the chapel. A plainly carved &#039;&#039;&#039;altar&#039;&#039;&#039; sits under two beautiful stained-glass windows in the east wall. Thick red carpets hug the walls, leaving the center of the stone floor bare. Each corner holds two floor-standing braziers for the ritual burning of sacred writings.&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap107|The living coral altar of the Carillon]]&lt;br /&gt;
:At the very top of the bell tower.&lt;br /&gt;
:[Carillon, Bell Tower]&lt;br /&gt;
::Eight bronze bells are suspended from the carillon&#039;s rafters.  Each bell is a different size, and each plays a different scale note.  A series of arched openings cut through the walls allow the sea breeze to flow in and the toll of the bells to ring out.  You also see a large cube of living blue-green &#039;&#039;&#039;coral&#039;&#039;&#039; and a small door.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|coral WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[M&#039;Riss]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap109|The altar of Lost Hope]]&lt;br /&gt;
:In the northwest corner of the map.  LOOK inside the niche for the &#039;&#039;&#039;altar&#039;&#039;&#039;.&lt;br /&gt;
:[Galduta Isharon, The West Face]&lt;br /&gt;
::The broader expanse of rock to the southwest tilts and sharpens to the north, as if the outcropping itself resisted further efforts to scale its imposing face.  It must have taken persevering labor to forge the narrow path that struggles the north and south route.  A roughly carved niche in the eastern face of the rocky wall offers more evidence that the path was the work of hands, not nature.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
==[[Forfedhdar]]==&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap118d|The burial chamber of Emille the Fist]]&lt;br /&gt;
:Requires the help of a Paladin to obtain.&lt;br /&gt;
:[Excavation Site, Antechamber]&lt;br /&gt;
::Like the burial chamber, this room has been hastily dug out.  It appears that the builder put more thought into what items would be in here than ensuring safety when traversing the jaggedly cut walls and uneven floor.  Hanging from a hook is a metal mobile with hammered discs dangling from it.  You also see an animite chest encrusted with soulstones, a diorite &#039;&#039;&#039;altar&#039;&#039;&#039; embellished with a gold rampant lion, a wrought-iron rack with blackened edges, a blazing fire and an opening in the wall.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap116|Albreda&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Once entering the shrine, head north.&lt;br /&gt;
:[Albreda&#039;s Shrine, Hall of Reflections]&lt;br /&gt;
::The long, narrow mirrors that line the walls of this area are hung so as to infinitely reproduce each other and the &#039;&#039;&#039;altar&#039;&#039;&#039;.  This design results in constant reflection, which deliberately encourages occupants to look deep within to find reality. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap117b|The central altar of the Temple of Kertigen]]&lt;br /&gt;
:[Temple of Kertigen, Central Chamber]&lt;br /&gt;
::An enormous vaulted cavern opens out deep into the heart of the mountain, the ceiling lost in shadows far overhead.  The walls of the chamber appear untouched by any tools, displaying the natural beauty of the rock cradling this underground cathedral.  In its center, a highly polished granite &#039;&#039;&#039;altar&#039;&#039;&#039; rises, unadorned by carvings or ornamentation, and flanked to either side by two steadily burning tapers.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Boar Clan]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap121|A peregan tree altar at Boar Clan]]&lt;br /&gt;
:[Boar Clan, Tabernacle]&lt;br /&gt;
::Logs form concentric half-circles in front of a large peregan tree &#039;&#039;&#039;altar&#039;&#039;&#039; that dominates the far end of the tent.  Sweet bearberry candles line the perimeter of the humble tabernacle, flickering softly and chasing the musty smell of dampness from the air.  A leather pennant branded with the image of a rampant boar hangs from above. &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Ain Ghazal]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap114|The Green Glade of Ain Ghazal]]&lt;br /&gt;
:From the Chateau portico, go path, go trail. &lt;br /&gt;
:[Ain Ghazal, Green Glade]&lt;br /&gt;
::The glow from dozens of fireflies plays off the tall, swaying grass and lights up a dense bed of daisies in the center of the glade.  A faint trail slopes up to the north.  You also see an &#039;&#039;&#039;altar&#039;&#039;&#039; hewn from Surlaenis gold marble.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Roads of Forfedhdar===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap124|Divyaush&#039;s slab in an abandoned mine]]&lt;br /&gt;
:[Abandoned Mine, Storage Area]&lt;br /&gt;
::Away from the uncertain light of the entrance, the walls are slick with greasy mold leaving the room dank and musty-smelling.  Shadows lurk along the corners, masking the progressive state of decay and the ragged gaps in the sandstone veneer.  Glittering glass shards cover the floor, fanning away from a ruined cupboard.  Keeping vigil beside the mine&#039;s door is a kneeling figure, its outstretched hands holding a black marble &#039;&#039;&#039;slab&#039;&#039;&#039; upon which to rest an offering.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|slab WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap133|The two-headed miracle in a black willow]]&lt;br /&gt;
:[Vela&#039;Tohr Edge, In The Black Willow]&lt;br /&gt;
::Dense boughs blanketed in a lush carpeting of interwoven vines support this perch, high above the Vela&#039;Tohr Woods.  In the distance toward the northern edge of the wood, Hag&#039;s Crag -- the mountainous home of the Temple of the North Wind -- thrusts into the heavens.  Silvery mist veils much of the range, reaching down into the forest like the ethereal fingers of restless spirits.  You also see a two-headed giant adder &#039;&#039;&#039;skeleton&#039;&#039;&#039; and a black willow trunk.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|skeleton WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap115|The Road Beneath the Mountain]]&lt;br /&gt;
:[The Road Beneath the Mountain]&lt;br /&gt;
::Just inside the great gates of the entrance stands a &#039;&#039;&#039;statue&#039;&#039;&#039; of Kertigen, stretching from floor to ceiling and diverting travelers to one side or the other.  He faces the entrance to the north.  To his right, the eastern wall of the tunnel is pierced with a multitude of openings, carvings of such intricacy that the wall resembles a curtain embroidered in stone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap119|Peri&#039;el&#039;s boulder beneath a ravine]]&lt;br /&gt;
:You will take injuries getting down to the boulder. &lt;br /&gt;
:[Beneath the Ravine, A Cavern]&lt;br /&gt;
::An overhang of solid earth just misses completely encasing this hollow.  Walls of sandstone alternate with slate creating a patterned march to a rough dirt floor.  A circle of medium size rocks guards an oblong boulder that dominates the room.  On the east wall a series of stones leads up to a small opening.  You also see an oblong &#039;&#039;&#039;boulder&#039;&#039;&#039;.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap131|A raccoon statue in the Clerics&#039; Guild]]&lt;br /&gt;
:[Clerics&#039; Guild, Courtyard]&lt;br /&gt;
::A dusty gravel path leads to the center of the courtyard where a small dark &#039;&#039;&#039;statue&#039;&#039;&#039; of a raccoon stands.  Hewn cedar benches encircle the area, providing a restful place for contemplation.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Temple of the North Wind]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap138|Temple of the North Wind, High Altar]]&lt;br /&gt;
:[Temple of the North Wind, High Altar]&lt;br /&gt;
::Open to the elements on all sides, the chamber&#039;s only shelter is offered by a roof of stone supported by four pillars.  The seamless flow of granite from the floor to the ceiling bears silent witness that the temple had been hollowed out of the mountain&#039;s summit in some long-ago age.  Numerous bones are suspended from the ceiling by slender ropes of steelsilk.  An unadorned &#039;&#039;&#039;altar&#039;&#039;&#039; of ice-blue marble stands in the center of the room, a stark splash of color against the setting of black stone and ivory bone.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap140|Temple of the North Wind, Catacombs]]&lt;br /&gt;
:[Temple of the North Wind, Catacombs]&lt;br /&gt;
::Smooth, white plaster covers the wall space between pillars of blue-black granite.  Overhead, the vaulted ceiling is painted to resemble a stormy sky.  A tall &#039;&#039;&#039;statue&#039;&#039;&#039; of Asketi stands guard over a carved granite arch.  Framed by a tangle of disheveled hair, the grim-faced goddess glares malevolently at all who approach.  In her hands is a blued steel scythe, the honed edge glittering in the dim light.  &lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===[[Raven&#039;s Point]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap127|Chapel of Raven&#039;s Point]]&lt;br /&gt;
:[The Chapel of Raven&#039;s Point]&lt;br /&gt;
::In stark contrast to the hovels that fill the walls of Raven&#039;s Point, the interior of the chapel is adorned with rare gems and metals gathered from the four corners of Forfedhar.  A massive raven, carved from black stone streaked with glittering veins of gold, dominates the rear of the church, its talons curling tightly around the edges of the &#039;&#039;&#039;altar&#039;&#039;&#039; and holding it aloft.  Halos of lingering incense hover above the burning candles that line the foot of the exterior walls, fending off the pressing darkness.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
===Hollow Eve Festival===&lt;br /&gt;
&lt;br /&gt;
*The Massive Arachnid of Hollow Eve&lt;br /&gt;
:[The Head, Left Chamber]&lt;br /&gt;
::The curved walls here are entirely smooth, transitioning from chitin to metal and back again with seemingly organic flow.  Underfoot, the translucent nature of the floor gives visibility to all manner of pulsating organs awash in bluish fluid.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|altar WITH BADGE}}&lt;br /&gt;
&lt;br /&gt;
=Former Altars=&lt;br /&gt;
Some altars have been destroyed since the release of Pilgrim Badges and are no longer available but were in the past.&lt;br /&gt;
*The shrine of Urrem&#039;tier, where the void brushes the Plane of Abiding.&lt;br /&gt;
:&#039;&#039;Area of the old [[Resurrection]] quest.&#039;&#039;&lt;br /&gt;
*The ruins of The Crossing&#039;s High Temple.&lt;br /&gt;
:&#039;&#039;A tent was located on the ruins of the original temple, which the [[Gorbesh]] destroyed. Adventuers could get [[favor]]s there before construction of the new temple was completed.&#039;&#039;&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=514120</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=514120"/>
		<updated>2020-01-21T02:25:40Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; is the catch-all term for a series of new creation systems that were introduced into [[DragonRealms]] as part of the [[Mechanical Lore skill|Mechanical Lore]] [[Skills 3.0#Mech Split|split]].  There are now five new crafting-specific [[Lore]] skills, each of which control three creation disciplines.  While all five skills have been released, not every discipline has been released.&lt;br /&gt;
&lt;br /&gt;
The {{com|craft}} command can be used to display a range of information related to crafting, both general and specific to your character.&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
Not all the disciplines have been released.  Currently, the following are available:&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
**[[Remedies]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
**[[Carving]]&lt;br /&gt;
**[[Shaping]]&lt;br /&gt;
**[[Tinkering]]&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
**[[Armorsmithing]]&lt;br /&gt;
**[[Blacksmithing]]&lt;br /&gt;
**[[Weaponsmithing]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
**[[Tailoring]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
**[[Artificing]]&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
*Currently, only stage 1 of furniture making is released, which is limited to tables.&lt;br /&gt;
*Impossible to identify who crafted an item that hasn&#039;t been marked with a [[maker mark|maker&#039;s mark]].&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
*July 2010 - [[Carving]] discipline released&lt;br /&gt;
*January 2011 - [[Blacksmithing]] discipline released&lt;br /&gt;
*July 2011 - [[Weaponsmithing]] and [[Armorsmithing]] disciplines released&lt;br /&gt;
*January 2012 - [[Tailoring]] discipline released&lt;br /&gt;
*July 2013 - [[Remedies]] discipline released&lt;br /&gt;
*June 2015 - [[Shaping]] discipline released&lt;br /&gt;
*May 2016 - [[Tinkering]] discipline released&lt;br /&gt;
*June 2019 [[Artificing]] discipline released&lt;br /&gt;
*TBD [[Reactants]] discipline released&lt;br /&gt;
*TBD [[Cooking]] discipline released&lt;br /&gt;
*TBD [[Artistry]] discipline released&lt;br /&gt;
*TBD [[Jewelry Making]] discipline released&lt;br /&gt;
*TBD [[Binding]] discipline released&lt;br /&gt;
*TBD [[Invoking]] discipline released&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
The crafting skills all work on the same fundamental concepts, though each have their own quirks and mechanics. The following [[Crafting Player Guides|crafting player guide]]s are available:&lt;br /&gt;
* [[Artificing]] - [[Enchanting Guide]]&lt;br /&gt;
* [[Carving]] - [[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57|Guide to Stonecarving]]&lt;br /&gt;
* [[Carving]] - [http://wrensnesttavern.com/the-no-nonsense-guide-to-carving/ The No-Nonsense Guide to Carving]&lt;br /&gt;
* [[Forging]] - [[Forging guide]]&lt;br /&gt;
* [[Remedies]] - [[Remedies_Player_Guide|Remedies Player Guide]]&lt;br /&gt;
* [[Shaping]] - [[Shaping guide]]&lt;br /&gt;
* [[Tailoring]] - [[Tailoring player guide]]&lt;br /&gt;
* [[Tinkering]] - [[Tinkering guide]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
A list of crafting bugs is being maintained on the [[Crafting feedback]] page, to assist GM Kodius in tracking them.&lt;br /&gt;
&lt;br /&gt;
As with all DR bugs, the first thing to do is {{com|assist}} or use {{com|bug}} in-game, and/or post on the appropriate DR message board.  After doing that, please use the [[Crafting feedback]] page to record the bug. &lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
:&#039;&#039;For a detailed list of crafting materials and their properties, [[Crafting Materials|see here]]&#039;&#039;&lt;br /&gt;
* There are [[mining]] locations near [[Stone Clan]], [[Dirge]], [[RanikMap32a|Riverhaven]], [[Therenborough]], [[Shard]], north of Raven&#039;s Point in [[Forfedhdar]], [[Ain Ghazal]], and [[Fang Cove]].&lt;br /&gt;
* There are [[logging]] locations near [[Riverhaven]], [[Ker&#039;Leor]], [[RanikMap64|Dragon&#039;s Spine]], [[Mistwood Forest]], [[Wyvern Forest]] and the [[Darkling Wood]].&lt;br /&gt;
*See [[Crafting Tools]] for an in depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Product Quality==&lt;br /&gt;
The final quality of an item is determined by [[#Difficulty|difficulty]] modified by workability, with bonuses from having [[#Careers/Hobbies|career/hobby]], using high quality material, using high quality tools, and knowing the appropriate [[#Techniques|tech]].&lt;br /&gt;
*Weapons receive a bonus to durability from being masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Quality Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| 99 || masterfully-crafted || 12&lt;br /&gt;
|-&lt;br /&gt;
| 98-95 || outstanding || 11&lt;br /&gt;
|-&lt;br /&gt;
| 94-90 || exceptional || 10&lt;br /&gt;
|-&lt;br /&gt;
| 89-85 || superior || 9&lt;br /&gt;
|-&lt;br /&gt;
| 84-80 || finely-crafted || 8&lt;br /&gt;
|-&lt;br /&gt;
| 79-70 || well-crafted || 7&lt;br /&gt;
|-&lt;br /&gt;
| 69-60 || above-average || 6&lt;br /&gt;
|-&lt;br /&gt;
| 59-50 || about average || 5&lt;br /&gt;
|-&lt;br /&gt;
| 49-40 || mediocre || 4&lt;br /&gt;
|-&lt;br /&gt;
| 39-30 || below-average || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;29 || poorly-crafted || 2&lt;br /&gt;
|-&lt;br /&gt;
|  || dismal || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || practically worthless || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tool Crafting Speed==&lt;br /&gt;
On tools used during the crafting process, there is also a scale for how quickly the given tool will perform the task directed.  Further information on crafting tool speed can be found on the [[:Category:Crafting_tools#Speed|Crafting Tools]] page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Speed Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| tremendously effective || 11&lt;br /&gt;
|-&lt;br /&gt;
| extremely effective || 10&lt;br /&gt;
|-&lt;br /&gt;
| exceptionally effective || 9&lt;br /&gt;
|-&lt;br /&gt;
| very effective || 8&lt;br /&gt;
|-&lt;br /&gt;
| rather effective || 7&lt;br /&gt;
|-&lt;br /&gt;
| sort of effective || 6&lt;br /&gt;
|-&lt;br /&gt;
| not very effective || 5&lt;br /&gt;
|-&lt;br /&gt;
| very ineffective || 4&lt;br /&gt;
|-&lt;br /&gt;
| extremely ineffective || 3&lt;br /&gt;
|-&lt;br /&gt;
| tremendously ineffective || 2&lt;br /&gt;
|-&lt;br /&gt;
| completely ineffective || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Disciplines and Techniques==&lt;br /&gt;
*There will be 5 skills, each broken down into 3 disciplines, each with approximately 25 [[:Category:Techniques|techniques]].&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Forging}}||[[Blacksmithing discipline]]||[[Crafting Tools|crafting tools]], [[Smelting#Smelting|smelting]], metal containers, metal sundries&lt;br /&gt;
|-&lt;br /&gt;
|||[[Armorsmithing discipline]]||metal armor (including shields)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Weaponsmithing discipline]]||metal weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Engineering}}||[[Tinkering discipline]]||caravans, crossbows and bolts, instruments, lockpicks, siege engines, toys, traps and locks/keys, metal imagery, metal assemblies (orlogs, sextants, wind chimes, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Shaping discipline]]||&#039;&#039;&#039;wood&#039;&#039;&#039;: bows and arrows, decorative wear, furniture and containers, imagery, weapons and shields&amp;lt;br&amp;gt;&#039;&#039;&#039;clay&#039;&#039;&#039;: containers and accessories, decorative wear, imagery&lt;br /&gt;
|-&lt;br /&gt;
|||[[Carving discipline]]||&#039;&#039;&#039;bone and stone&#039;&#039;&#039;: armor and shields, tools, containers, decorative wear, furniture, imagery, weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Outfitting}}||[[Jewelry Making discipline]]||jewelry&lt;br /&gt;
|-&lt;br /&gt;
|||[[Tailoring discipline]]||tanning, leather and cloth armor and items&lt;br /&gt;
|-&lt;br /&gt;
|||[[Artistry discipline]]||embellishment, alterations, and possibly applying barbarian [[warpaint]]&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Alchemy}}||[[Remedies discipline]]||healing potions, salves, tinctures&lt;br /&gt;
|-&lt;br /&gt;
|||[[Reactants discipline]]||Poisons and other substances&lt;br /&gt;
|-&lt;br /&gt;
|||[[Cooking discipline]]||food and drink, stat buffs&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Enchanting}}||[[Artificing discipline]]||founts, foci, runestones, wands, and other tools (devices that require both arcana skill and mana to use); analogous to blacksmithing&#039;s role in forging&lt;br /&gt;
|-&lt;br /&gt;
|||[[Binding discipline]]||Constellation Jewelry.  Devices that require arcana skill to use, but not mana.&lt;br /&gt;
|-&lt;br /&gt;
|||[[Invoking discipline]]||Devices that work automatically with no use involvement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All guilds receive 3 bonus technique slots in areas selected by their guild (&#039;&#039;Note: These are currently subject to change&#039;&#039;):&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #1&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #2&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||Weaponsmithing||Weaponsmithing||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||Tinkering||Shaping||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||Remedies||Remedies||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||Reactants||Reactants||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Armorsmithing||Armorsmithing||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||Carving||Tailoring||Tailoring&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Carving||Carving||Reactants&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]||Blacksmithing||Blacksmithing||Artistry&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Careers/Hobbies==&lt;br /&gt;
Players can specialize in a discipline by choosing careers and hobbies. To choose a career or hobby, go to the appropriate crafting society, and {{tt|ASK &amp;lt;master&amp;gt; ABOUT CHOOSING CAREER/HOBBY &amp;lt;discipline&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;*** NOTE: Careers and hobbies are a PERMANENT choice and cannot be changed! *** &amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A career or a hobby is NOT required to be successful at crafting. You can train any of the skills just fine without choosing a career or hobby. It is highly recommended to try out the various crafts to see if it is something you would enjoy specializing in before choosing a career or hobby.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you choose a Career, you will automatically receive a number of technique slots equal to the number you have already gained from skill up to 12. From then on, each technique slot you earn from skill will grant you one extra technique slot up to 12. You also get a small bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
When you choose a Hobby, you will receive technique slots in the same manner as if you had chosen a career except that it caps at 6 slots. You also get a tiny bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
Career and Hobby Slots:&lt;br /&gt;
*Lore Primaries get 2 careers and 1 hobby&lt;br /&gt;
*Lore Secondaries get 1 career and 2 hobbies&lt;br /&gt;
*Lore Tertiaries get 1 career and 1 hobby.&lt;br /&gt;
&lt;br /&gt;
At any time, you can check what careers &amp;amp; hobbies you have chosen, how many techniques you have available, etc. with the {{com|CRAFT}} command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: You can never rechoose a hobby or career&#039;&#039;&#039;, but can forget a technique by talking to a crafting instructor.  It currently costs &amp;lt;s&amp;gt;10&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;25&amp;lt;/s&amp;gt; 50 platinum lirums, but is temporary while the system is getting set up - eventually it will be on some sort of timer like forgetting spells.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
With rare exception (like [[Maker Mark|stamps]]), and unless specifically stated, techniques are not required to perform a task, but instead give a skill bonus to it.  However, enhancements (tempering, reinforcing, lightening, ect.) require techniques to perform.&lt;br /&gt;
===Technique Slots===&lt;br /&gt;
*Up to 13 general technique slots per crafting skill are earned based on skill. These can be spent on any discipline within their respective skill.&lt;br /&gt;
*Careers and hobbies provide up to 12 and 6 bonus technique slots respectively and are also earned based on skill. These can only be spent within their specific discipline.&lt;br /&gt;
*Guilds provide 3 bonus technique slots, up to 3 within a single discipline depending on your guild, and are also earned based on skill. These too can only be spent within their specific disciplines.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syntax Help ===&lt;br /&gt;
Players can {{tt|STUDY}} crafting society masters for help. &lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;discipline&amp;gt; to learn more about that crafting Discipline]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;career/hobby&amp;gt; to learn more about those]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT CHOOSING &amp;lt;career/hobby&amp;gt; &amp;lt;discipline&amp;gt; to pick that as your own]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT LEARNING &amp;lt;technique&amp;gt; to learn that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT FORGETTING &amp;lt;technique&amp;gt; to forget that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT TECHNIQUE &amp;lt;technique name&amp;gt; to learn more about that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; FOR &amp;lt;difficulty&amp;gt; &amp;lt;discipline&amp;gt; WORK while holding a logbook]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT MINING for instructions on how to do that]&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
See the [[Work order]] page for more information on them and their relative difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Difficulty&amp;lt;ref&amp;gt;[[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57]]&amp;lt;/ref&amp;gt; || Base Ranks* || With Techs*&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || Extremely Easy || 25 || ~18 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Very Easy || 50 || ~36&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || Easy || 100 || ~71&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || Simple || 200 || ~143 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || Basic || 300 || ~214 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || Somewhat Challenging || 425 || ~304 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 7 || Challenging || 550 || ~368&lt;br /&gt;
|-&lt;br /&gt;
| Tier 8 || Complicated || 700 || ~500&lt;br /&gt;
|-&lt;br /&gt;
| Tier 9 || Intricate || 850 || ~601&lt;br /&gt;
|-&lt;br /&gt;
| Tier 10 || Difficult || 1175 || ~839&lt;br /&gt;
|-&lt;br /&gt;
| Tier 11 || Very Difficult || 1400 || 900-1210&lt;br /&gt;
|-&lt;br /&gt;
| Tier 12 || Extremely Difficult || +1500 || 1200+&lt;br /&gt;
|}*&amp;lt;small&amp;gt;These ranks are for achieving mastercrafted items using average materials with approximate workability 35-40, for example [[Steel_(HCS)|High carbon steel]] or [[granite]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Instruction Understanding===&lt;br /&gt;
Your understanding of the instructions shows how well you are capable of crafting an item based on your skill, technique, and career/hobby bonuses.&lt;br /&gt;
&lt;br /&gt;
Barring poor tool condition and crafting errors, once you &#039;&#039;&amp;quot;completely understand all facets of design&amp;quot;&#039;&#039; you should be able to create masterfully-crafted items using 70 quality / 50 workability materials and well-crafted (store bought) tools.&lt;br /&gt;
&lt;br /&gt;
When you can &#039;&#039;&amp;quot;comprehend all but several minor details&amp;quot;&#039;&#039; you can generally create masterfully-crafted items using 99 quality / 50 workability materials and masterfully-crafted tools.&lt;br /&gt;
&lt;br /&gt;
Below is a listing of potential messages when you {{com|study}} an instruction book:&lt;br /&gt;
&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;completely understand all facets of the design&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;comprehend all but several minor details in the text&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;confidently discern most of the design&#039;s minutiae&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;interpret many of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;absorb a handful of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;fail to grasp all but the simplest diagrams on the page&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;quickly realize the design is far beyond your abilities&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Work order|Work Orders]]==&lt;br /&gt;
Each Society Master within the crafting halls can help you determine what items are at your skill level through the issue of a [[work order]].&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
Completing work orders will increase your [[prestige]] within that crafting discipline.  Gaining sufficient prestige enables you to earn a [[maker mark]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[:Category:Player Crafters|Player crafter listings]]&lt;br /&gt;
*[[:Crafting Player Guides]]&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;br /&gt;
{{Cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Glossy_black_leather_textbook_with_gold_script_on_the_front&amp;diff=514116</id>
		<title>Item:Glossy black leather textbook with gold script on the front</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Glossy_black_leather_textbook_with_gold_script_on_the_front&amp;diff=514116"/>
		<updated>2020-01-20T20:47:34Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: Created page with &amp;quot;{{Item |noun=textbook |look=Each page depicts a different animal in sketch form, though a few look like they may be missing their finer details |type=anatomy chart |sourcetype...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=textbook&lt;br /&gt;
|look=Each page depicts a different animal in sketch form, though a few look like they may be missing their finer details&lt;br /&gt;
|type=anatomy chart&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You think that you could OPEN, CLOSE, TURN, STUDY, and READ the textbook.&lt;br /&gt;
You also think you could TURN the textbook to a particular chapter.&lt;br /&gt;
The table of contents reads: &amp;quot;Elothean, Halfling, Elven, Gor&#039;Tog, S&#039;Kra Mur, Kaldar, Gnome, Prydaen, Equine, Dwarven, Human, Rakash, Silver Leucro, Snow Goblin, Rock Troll, Rat, Heggarangi Frog, Croff Pothanit, Scavenger Goblin, Brocket Deer, Wild Boar, Grass Eel, Striped Badger, Blood Dryad, Blood Nyad, Glutinous Lipopod, Trollkin, Kelpie, Cougar, Boggle, Thunder Ram, Boobrie, Malodorous Bucca, Copperhead Viper, Young Ogre, Dusk Ogre, Sun Vulture, Bison, Fire Maiden, Moss Mey&amp;quot;&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Outrage&amp;diff=514041</id>
		<title>Outrage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Outrage&amp;diff=514041"/>
		<updated>2020-01-19T19:05:58Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Social corruption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
In the same way that [[Thief|Thieves]] have [[confidence]], [[Paladin]]s have [[soul state]], and so on, [[Necromancer]]s will have three different &amp;quot;necro-meters.&amp;quot; Two of these are forms of &#039;&#039;&#039;Outrage&#039;&#039;&#039; and the other is state of being. For each form of Outrage, there is also a shorter lasting version called Corruption, which non-Necromancers can suffer from.&lt;br /&gt;
&lt;br /&gt;
Outrage will be used to determine a Necromancer&#039;s relative position to [[Perversion]].  It&#039;s intended to be as fuzzy as possible, but as you accumulate more Outrage you accrue more of the supernatural and social qualities of being one of the [[Perverse (Ideology)|Perverse]], such as the ability of Clerics to easily sniff you out.&lt;br /&gt;
&lt;br /&gt;
Outrage will decay gradually as you are logged in, but you can only get a total of 2.5 hours worth of drain per day, or 6 hours for [[The Fallen]].&lt;br /&gt;
&lt;br /&gt;
It should be noted that non-Necromancers can get [[#Social Corruption|Social]] and [[#Divine Corruption|Divine Corruption]]. See the specific sections for more information.&lt;br /&gt;
&lt;br /&gt;
==Divine Outrage==&lt;br /&gt;
Divine Outrage would be a measure of how upset you&#039;ve made the gods, and is specific to the Necromancer&#039;s relationship with the [[Immortals|Thirteen Immortals]].  If someone wants to say that a never seen, pagan god of a distant continent thinks necromancy is the bee&#039;s knees, that&#039;s swell. But the actual, verifiable gods that grant your character [[favor]] and claim authority over the [[Starry Road (plane)|Starry Road]] will take exception.&lt;br /&gt;
&lt;br /&gt;
In general, the gods are a pretty mellow bunch. They&#039;re usually content to ignore casual blasphemy, probably because they figure the person that yells &amp;quot;Screw [[Kertigen]]!&amp;quot; on the [[Gwethdesuan|gweths]] is a moron that can&#039;t actually do anything to injure them or disrupt their religion.&lt;br /&gt;
[[Image:GodsonMagic.png|right|450px]]&lt;br /&gt;
For whatever reason, necromancy is different. There is some quality to necromancy that causes the gods to react and react hard. And when you put it in perspective, it&#039;s just a little weird. The Immortals are perfectly fine with [[Warrior Mage]]s creating pyroclastic clouds of death; [[Moon Mage]]s get a pass even when they&#039;re bringing extraplanar monstrosities into reality through a field of broken spatial planes; [[Barbarian]]s never have a problem, even if they raze entire villages and slaughter nations of innocent life. Yet if you raise one little corpse as an undead minion, you&#039;re public enemy #1.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* There will be signs as you are nearing the top end of Divine Outrage. If you hit endzone on Divine Outrage, casting any further spell causing Outrage will have a &amp;gt;5% chance of being slain on the spot in entirely undramatic fashion.&lt;br /&gt;
**Liches or people who have achieved some measure of true [[Transcendence]] (though not necessarily full) are above being struck down by the gods&#039; whimsy.&lt;br /&gt;
**The struck dead penalty is an expression of the gods&#039; contempt. You are being struck down with as much concern and effort as you would swat a bug on your computer desk. The living, mortal Necromancer is within the Immortals&#039; control.&lt;br /&gt;
**When a Necromancer has taken the Descent, and especially if a Necromancer ever managed to complete the Great Work, the Necromancer is not so much anymore. They&#039;re Something Else and the gods cannot simply wish them away anymore. The gods have to approach them as legitimate threats, demonic pawns...or, the Philosophers would argue, equals.&lt;br /&gt;
&lt;br /&gt;
===Causes of Divine Outrage===&lt;br /&gt;
&lt;br /&gt;
First off, there&#039;s three ways a spell can give you Divine Outrage.&lt;br /&gt;
&lt;br /&gt;
# Being in the Animation spellbook.&lt;br /&gt;
# Being in the Transcendental Necromancy spellbook.&lt;br /&gt;
# Being an especially nasty spell.&lt;br /&gt;
&lt;br /&gt;
When speaking of this mechanic in the fiction, we refer to a spell that triggers any of these conditions as &amp;quot;evil spells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For conditions #1 and #2, after you cast your first spell from that spellbook, you do not gain any more Outrage for doing so in the next five minutes. Cast Butcher&#039;s Eye and you can cast any other Transcendental spell for the next five minutes without pissing the gods off further. Animation and Transcendental Necromancy are tracked seperately for this (casting Quicken the Earth and Butcher&#039;s Eye back to back is two hits, casting Butcher&#039;s Eye and Kura-Silma back to back is one).&lt;br /&gt;
&lt;br /&gt;
3 can vary on a spell by spell basis, but will usually give you a hit every single time its cast, in addition to any Outrage gained from the first two categories. Also note that spells outside those two spellbooks can be flagged as evil, but usually aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
Also bear in mind that spells that require the Transference link will also get nailed by Outrage for doing Thanatology, in addition to the spell based Outrage. Thanatology Outrage accrues per ritual performed.&lt;br /&gt;
&lt;br /&gt;
In addition, simply the act of leveling will increase in Divine Outrage, raising the minimum amount of DO that a Necromancer is capable of dropping to.&lt;br /&gt;
&lt;br /&gt;
Lastly, Forsaken Necromancers risk DO for hanging around holy spots.&lt;br /&gt;
&lt;br /&gt;
===Effects of Divine Outrage===&lt;br /&gt;
The following happen as more Divine Outrage is accrued. Because the minimum level of DO increases as you circle up to 100th, most of these become unavoidable at some point in a necromancer&#039;s career.&lt;br /&gt;
# Clerics are unable to cast beneficial magic upon the Necromancer.&lt;br /&gt;
# The ability to gain new favors is lost, though any already possessed remain.&lt;br /&gt;
# The Necromancer is now detectable as such to [[Clerics]], [[Moon Mages]], and [[Empaths]]. (Use {{com|AVOID}} {{tt|TOUCH}} to avoid being outed by Empaths.)&lt;br /&gt;
# Empaths are no longer able to heal the Necromancer (even with [[Rite of Contrition]]) and may receive a very small amount of [[Empathic Shock|Empathic shock]] for {{com|touch}}ing a Necromancer with high levels of Divine Outrage.&amp;lt;ref&amp;gt;[[Post:Empathic Sensitivity vs. Necromantic Corruption: Fight! - 11/22/2012 - 00:28‎]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
# [[Harm Evil]] will now be usable on Necromancers?&amp;lt;ref&amp;gt;[[Post:I am a little bugged about magic prime. - 6/23/2009 - 20:46:21‎]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
# The Necromancer now counts as a cursed being for the purposes of holy magic.&lt;br /&gt;
# Their alternate spell preparation is unusable.&lt;br /&gt;
# Each time more Divine Outrage is accrued, there is a small chance of the Gods simply killing the Necromancer outright.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, some of these levels may occur at the same time, and the exact order may be incorrect. Data currently is scarce.&lt;br /&gt;
&lt;br /&gt;
===Checking Divine Outrage===&lt;br /&gt;
{{com|Pray}}ing will give you some indication of your current level of Divine Outrage. When initial Outrage thresholds are reached you&#039;ll get messaging about paranoia or anxiety which progresses to physical pain as your Outrage level becomes worse.&lt;br /&gt;
&lt;br /&gt;
===Divine corruption===&lt;br /&gt;
Casting necromancy results in Divine corruption for non-necromancer characters. All necromancer spells cast by non-necromancers result in additional Divine corruption. &lt;br /&gt;
&lt;br /&gt;
It is possible for non-Necromancers to pick up the taint of Necromancy without actually practicing it. So far, the only demonstrated way is for Moon Mages to attempt to align their predictions to the {{skill|thanatology}}. Though it may have more severe levels, currently, this results in approximately 30 minutes of being immune to beneficial holy spells.&lt;br /&gt;
&lt;br /&gt;
==Social Outrage==&lt;br /&gt;
Social Outrage would be a measure of how upset you&#039;ve made society (and how badly society as a whole wants you dead right now). Social Outrage is entirely a negative experience. It never benefits the Necromancer to be caught in the act, unless he enjoys being persecuted.&lt;br /&gt;
&lt;br /&gt;
===Causes===&lt;br /&gt;
* Having a Necromancer title up.&lt;br /&gt;
* Having the Necromancer profession visible.&lt;br /&gt;
* Having Transcendental Necromancy spells active in a justice zone.&lt;br /&gt;
* Having a construct or [[Risen]] with you in a justice zone.&lt;br /&gt;
* Acquiring warrants for any crime.&lt;br /&gt;
** Casting most Necromancer spells in a justice zone will incur a Forbidden Practices charge. &lt;br /&gt;
** [[Sorcery#Sorcerous_Backlash|Sorcerous Backlash]] in a justice zone will incur a Forbidden Practices charge.&lt;br /&gt;
* Wearing or holding a &amp;quot;blatantly necromantic item&amp;quot;.&lt;br /&gt;
* Gwething (possibly only if in a justice zone). This will give a fraction of the existing Social Outrage.&lt;br /&gt;
* {{com|Sacrifice|Sacrificing}} another player character.&lt;br /&gt;
&lt;br /&gt;
===Accusations===&lt;br /&gt;
The &amp;lt;tt&amp;gt;ACCUSE NECRO&amp;lt;/tt&amp;gt; command has been removed. In its place, the system now automatically evaluates a Necromancer&#039;s location, suspicion, and Social Outrage to determine if it is appropriate for the citizenry to level an accusation against the Necromancer. Unsullied and Redeemed Necromancers of low SO will no longer accrue suspicion at all and can theoretically spend indefinite amounts of time in civilization as long as they continue to be on the low down. Forsaken Necromancers still accrue suspicion at the same rate as before.&lt;br /&gt;
&lt;br /&gt;
There are three things that can cause a successful accusation: social outrage, looking like a necromancer, and the mechanic formally known as suspicion.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Social Outrage:&#039;&#039;&#039; over a certain threshold (more than 50% of the maximum possible) and you are considered a known Necromancer in the region and will face accusations.&lt;br /&gt;
# &#039;&#039;&#039;Looking like a Necromancer:&#039;&#039;&#039; There&#039;s a few things that feed into this, but broadly it includes &amp;quot;visibly doing Necromancer stuff.&amp;quot; Having transcendental buffs up, casting visible Necromancies in general, using a title, and wearing some rare items can trigger an accusation.&lt;br /&gt;
# &#039;&#039;&#039;Suspicion:&#039;&#039;&#039; Forsaken Necromancers have a tolerance meter for town called suspicion that slowly builds up in normal situations. While in a [[Justice#Standard_Justice|standard justice area]], this meter builds towards an accusation. While outside of a justice area, this meter drains away. Unsullied and eventually Redeemed Necromancers are exempt from this. Suspicion does not accrue/apply inside [[Justice#Clain_Justice|clan justice]].&amp;lt;ref&amp;gt;[[Post:Spiders in Justice - 10/30/2019 - 13:39]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Successful Accusations====&lt;br /&gt;
* If successfully accused, the person will not automatically be arrested unless they interact with town services, such as the bank.&lt;br /&gt;
* If the accused lingers in a justice area, they may be subject to arrest, or death at the hands of [[Hounds of Rutilor]].&lt;br /&gt;
&lt;br /&gt;
===Jurisdiction===&lt;br /&gt;
* Social Outrage is handled on a &#039;&#039;&#039;per-province basis&#039;&#039;&#039;, though there are actions or items that can affect your Social Outrage in multiple provinces at a single go.&lt;br /&gt;
* Social Outrage incurred in non-provincial areas (like the Soul of Maelshyve, some Festival grounds, etc.) default to Zoluren.&lt;br /&gt;
&lt;br /&gt;
===Checking Social Outrage===&lt;br /&gt;
The current design is explicitly designed so that there is no way to check your exact level of Social Outrage. By speaking to one of the Guildleaders about the Perverse, it is possible to learn whether a Necromancer posseses at least 50% of the maximum Social Outrage possible.&lt;br /&gt;
&lt;br /&gt;
The {{com|justice}} verb will also indicate if you&#039;re still in trouble from a previous accusation.&lt;br /&gt;
&lt;br /&gt;
: Example:&lt;br /&gt;
: You&#039;re fairly certain this area is lawless and unsafe.&lt;br /&gt;
: You are also fairly sure that the people are convinced you are a necromancer.&lt;br /&gt;
&lt;br /&gt;
===Town services===&lt;br /&gt;
If your social outrage is more than 50% of the maximum level, you will be unable to use many town services including banks &amp;amp; vaults. Attempting to access these services will result in auto-arrest, a fine, and increased social outrage. Some services are currently exempt from exclusion and are safe to use: selling gems &amp;amp; pelts, training stats, and paying debt.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Social Outrage===&lt;br /&gt;
Each Province has different calculations for how fast the population there stops caring about whatever SO-generating thing you did. Social Outrage drain rates differ in each Province, and each Province tracks how ticked at you it is separately from the others.&lt;br /&gt;
* Theren is staunchly intolerant.&lt;br /&gt;
* Ilithi is more lenient.&lt;br /&gt;
* The rest of the provinces are somewhere in the middle with slight variations.&lt;br /&gt;
&lt;br /&gt;
(The bonus/penalty is in SO drain. Theren forgives SO slower, Illithi faster, the other three float more-or-less between them.)&lt;br /&gt;
&lt;br /&gt;
The best way you can make sure you are not gaining any additional SO is to leave town to avoid additional accusations and accidental SO gain, not gweth, and if you must go to town, do not do anything except {{com|WITHDRAW}} money, {{com|PAY}} fines, or get your items from the guardhouse. To ensure you have left town and guard jurisdiction use the {{com|Justice}} command. Remember, SO will gradually drain for 2.5 real life hours each real life day you&#039;re logged ingame.&lt;br /&gt;
&lt;br /&gt;
==Social corruption==&lt;br /&gt;
&lt;br /&gt;
When under the effects of Social Outrage, avoidance of justice zones is recommended as any interaction with services will result in arrest. The justice Command can be used to check the state of an area.&lt;br /&gt;
&lt;br /&gt;
In addition, non-Necromancers suffer Social Corruption instead of Social Outrage, primarily through wearing of especially special necromancer-related items, using or teaching [[Sorcery_skill|Sorcery]], or [[Shifting|Empathic Shifting]] within a justice zone.&lt;br /&gt;
&lt;br /&gt;
==States of being==&lt;br /&gt;
Beyond these meters there is your state of being, and they are independent of social or divine outrage. They represent deliberate and knowing changes in the path of a Necromancer. The known states of being are Unsullied, Forsaken, Redeemed, Lichdom, and Transcendence.&lt;br /&gt;
&lt;br /&gt;
All beginning Necromancers and non-Necromancers characters are Unsullied. Once a Necromancer has twice raised the dead, either themselves ([[Spiteful Rebirth]]) or others ([[Call from Beyond]]), they enter into the Forsaken state, in which they lose all favors and can never gain another.&lt;br /&gt;
&lt;br /&gt;
The methods to achieve the other states can only be guessed at, as they have not been revealed at this time.&lt;br /&gt;
&lt;br /&gt;
===[[Favors]]===&lt;br /&gt;
Unsullied (newbie, pre-damnation) and Redeemed necromancers gain favors and can depart like every other player in the game. An unsullied necromancer might have enough Divine Outrage to prohibit Clerics from successfully using their corpse-assisting spells on the Necromancer, but even then they retain full use of DEPART and favors. Redeemed never have any problems here.&lt;br /&gt;
&lt;br /&gt;
Forsaken Necromancers lose all their favors upon their damnation and... never get any more. The secret of the necro favor is that there is no such thing as a necro favor. Instead, they can have access to up to three options.&lt;br /&gt;
&lt;br /&gt;
*1: They may do a favorless depart like everybody else. This lands them in the exact same spot and with the exact same penalties as anyone else that departed there with 0 favors.&lt;br /&gt;
&lt;br /&gt;
*2: They may DEPART GUILD. This is almost exactly like the favorless depart, except that the destination is the Necromancer guildhall. Useful if you can&#039;t be seen at a nearby shrine, just bear in mind the complications you&#039;re setting up for yourself if your grave happens to be on Mer&#039;kresh.&lt;br /&gt;
&lt;br /&gt;
In #1 and #2, the messaging is different for forsaken Necromancers, reflecting the intervention of a &amp;quot;patron&amp;quot; which protects their soul from judgment long enough to reincarnate.&lt;br /&gt;
&lt;br /&gt;
*3: With knowledge of the 4th tier, transcendental metaspell &amp;quot;Spiteful Rebirth,&amp;quot; they may DEPART DEATH to resuscitate themselves. This temporarily cripples the Necromancer with a potent version of Death&#039;s Sting and brings him back at the very brink of life, but it allows him to remain in full control of his possessions and location.&lt;br /&gt;
&lt;br /&gt;
There are limits to how often a living necromancer can DEPART DEATH: there&#039;s a hard limit per 24 hour period based on his spirit health and Stamina, and a short-term limit that he cannot use it again while still laboring under the Death&#039;s Sting from a previous death.&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Necromancer abilities}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513771</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513771"/>
		<updated>2020-01-17T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; is the catch-all term for a series of new creation systems that are being introduced into [[DragonRealms]] as part of the [[Mechanical Lore skill|Mechanical Lore]] [[Skills 3.0#Mech Split|split]].  There will be five new crafting-specific [[Lore]] skills, each of which will control three creation disciplines.&lt;br /&gt;
&lt;br /&gt;
The {{com|craft}} command can be used to display a range of information related to crafting, both general and specific to your character.&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
Not all the disciplines have been released.  Currently, the following are available:&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
**[[Remedies]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
**[[Carving]]&lt;br /&gt;
**[[Shaping]]&lt;br /&gt;
**[[Tinkering]]&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
**[[Armorsmithing]]&lt;br /&gt;
**[[Blacksmithing]]&lt;br /&gt;
**[[Weaponsmithing]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
**[[Tailoring]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
**[[Artificing]]&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
*Currently, only stage 1 of furniture making is released, which is limited to tables.&lt;br /&gt;
*Impossible to identify who crafted an item that hasn&#039;t been marked with a [[maker mark|maker&#039;s mark]].&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
*July 2010 - [[Carving]] discipline released&lt;br /&gt;
*January 2011 - [[Blacksmithing]] discipline released&lt;br /&gt;
*July 2011 - [[Weaponsmithing]] and [[Armorsmithing]] disciplines released&lt;br /&gt;
*January 2012 - [[Tailoring]] discipline released&lt;br /&gt;
*July 2013 - [[Remedies]] discipline released&lt;br /&gt;
*June 2015 - [[Shaping]] discipline released&lt;br /&gt;
*May 2016 - [[Tinkering]] discipline released&lt;br /&gt;
*June 2019 [[Artificing]] discipline released&lt;br /&gt;
*TBD [[Reactants]] discipline released&lt;br /&gt;
*TBD [[Cooking]] discipline released&lt;br /&gt;
*TBD [[Artistry]] discipline released&lt;br /&gt;
*TBD [[Jewelry Making]] discipline released&lt;br /&gt;
*TBD [[Binding]] discipline released&lt;br /&gt;
*TBD [[Invoking]] discipline released&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
The crafting skills all work on the same fundamental concepts, though each have their own quirks and mechanics. The following [[Crafting Player Guides|crafting player guide]]s are available:&lt;br /&gt;
* [[Artificing]] - [[Enchanting Guide]]&lt;br /&gt;
* [[Carving]] - [[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57|Guide to Stonecarving]]&lt;br /&gt;
* [[Carving]] - [http://wrensnesttavern.com/the-no-nonsense-guide-to-carving/ The No-Nonsense Guide to Carving]&lt;br /&gt;
* [[Forging]] - [[Forging guide]]&lt;br /&gt;
* [[Remedies]] - [[Remedies_Player_Guide|Remedies Player Guide]]&lt;br /&gt;
* [[Shaping]] - [[Shaping guide]]&lt;br /&gt;
* [[Tailoring]] - [[Tailoring player guide]]&lt;br /&gt;
* [[Tinkering]] - [[Tinkering guide]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
A list of crafting bugs is being maintained on the [[Crafting feedback]] page, to assist GM Kodius in tracking them.&lt;br /&gt;
&lt;br /&gt;
As with all DR bugs, the first thing to do is {{com|assist}} or use {{com|bug}} in-game, and/or post on the appropriate DR message board.  After doing that, please use the [[Crafting feedback]] page to record the bug. &lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
:&#039;&#039;For a detailed list of crafting materials and their properties, [[Crafting Materials|see here]]&#039;&#039;&lt;br /&gt;
* There are [[mining]] locations near [[Stone Clan]], [[Dirge]], [[RanikMap32a|Riverhaven]], [[Therenborough]], [[Shard]], north of Raven&#039;s Point in [[Forfedhdar]], [[Ain Ghazal]], and [[Fang Cove]].&lt;br /&gt;
* There are [[logging]] locations near [[Riverhaven]], [[Ker&#039;Leor]], [[RanikMap64|Dragon&#039;s Spine]], [[Mistwood Forest]], [[Wyvern Forest]] and the [[Darkling Wood]].&lt;br /&gt;
*See [[Crafting Tools]] for an in depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Product Quality==&lt;br /&gt;
The final quality of an item is determined by [[#Difficulty|difficulty]] modified by workability, with bonuses from having [[#Careers/Hobbies|career/hobby]], using high quality material, using high quality tools, and knowing the appropriate [[#Techniques|tech]].&lt;br /&gt;
*Weapons receive a bonus to durability from being masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Quality Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| 99 || masterfully-crafted || 12&lt;br /&gt;
|-&lt;br /&gt;
| 98-95 || outstanding || 11&lt;br /&gt;
|-&lt;br /&gt;
| 94-90 || exceptional || 10&lt;br /&gt;
|-&lt;br /&gt;
| 89-85 || superior || 9&lt;br /&gt;
|-&lt;br /&gt;
| 84-80 || finely-crafted || 8&lt;br /&gt;
|-&lt;br /&gt;
| 79-70 || well-crafted || 7&lt;br /&gt;
|-&lt;br /&gt;
| 69-60 || above-average || 6&lt;br /&gt;
|-&lt;br /&gt;
| 59-50 || about average || 5&lt;br /&gt;
|-&lt;br /&gt;
| 49-40 || mediocre || 4&lt;br /&gt;
|-&lt;br /&gt;
| 39-30 || below-average || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;29 || poorly-crafted || 2&lt;br /&gt;
|-&lt;br /&gt;
|  || dismal || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || practically worthless || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tool Crafting Speed==&lt;br /&gt;
On tools used during the crafting process, there is also a scale for how quickly the given tool will perform the task directed.  Further information on crafting tool speed can be found on the [[:Category:Crafting_tools#Speed|Crafting Tools]] page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Speed Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| tremendously effective || 11&lt;br /&gt;
|-&lt;br /&gt;
| extremely effective || 10&lt;br /&gt;
|-&lt;br /&gt;
| exceptionally effective || 9&lt;br /&gt;
|-&lt;br /&gt;
| very effective || 8&lt;br /&gt;
|-&lt;br /&gt;
| rather effective || 7&lt;br /&gt;
|-&lt;br /&gt;
| sort of effective || 6&lt;br /&gt;
|-&lt;br /&gt;
| not very effective || 5&lt;br /&gt;
|-&lt;br /&gt;
| very ineffective || 4&lt;br /&gt;
|-&lt;br /&gt;
| extremely ineffective || 3&lt;br /&gt;
|-&lt;br /&gt;
| tremendously ineffective || 2&lt;br /&gt;
|-&lt;br /&gt;
| completely ineffective || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Disciplines and Techniques==&lt;br /&gt;
*There will be 5 skills, each broken down into 3 disciplines, each with approximately 25 [[:Category:Techniques|techniques]].&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Forging}}||[[Blacksmithing discipline]]||[[Crafting Tools|crafting tools]], [[Smelting#Smelting|smelting]], metal containers, metal sundries&lt;br /&gt;
|-&lt;br /&gt;
|||[[Armorsmithing discipline]]||metal armor (including shields)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Weaponsmithing discipline]]||metal weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Engineering}}||[[Tinkering discipline]]||caravans, crossbows and bolts, instruments, lockpicks, siege engines, toys, traps and locks/keys, metal imagery, metal assemblies (orlogs, sextants, wind chimes, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Shaping discipline]]||&#039;&#039;&#039;wood&#039;&#039;&#039;: bows and arrows, decorative wear, furniture and containers, imagery, weapons and shields&amp;lt;br&amp;gt;&#039;&#039;&#039;clay&#039;&#039;&#039;: containers and accessories, decorative wear, imagery&lt;br /&gt;
|-&lt;br /&gt;
|||[[Carving discipline]]||&#039;&#039;&#039;bone and stone&#039;&#039;&#039;: armor and shields, tools, containers, decorative wear, furniture, imagery, weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Outfitting}}||[[Jewelry Making discipline]]||jewelry&lt;br /&gt;
|-&lt;br /&gt;
|||[[Tailoring discipline]]||tanning, leather and cloth armor and items&lt;br /&gt;
|-&lt;br /&gt;
|||[[Artistry discipline]]||embellishment, alterations, and possibly applying barbarian [[warpaint]]&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Alchemy}}||[[Remedies discipline]]||healing potions, salves, tinctures&lt;br /&gt;
|-&lt;br /&gt;
|||[[Reactants discipline]]||Poisons and other substances&lt;br /&gt;
|-&lt;br /&gt;
|||[[Cooking discipline]]||food and drink, stat buffs&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Enchanting}}||[[Artificing discipline]]||founts, foci, runestones, wands, and other tools (devices that require both arcana skill and mana to use); analogous to blacksmithing&#039;s role in forging&lt;br /&gt;
|-&lt;br /&gt;
|||[[Binding discipline]]||Constellation Jewelry.  Devices that require arcana skill to use, but not mana.&lt;br /&gt;
|-&lt;br /&gt;
|||[[Invoking discipline]]||Devices that work automatically with no use involvement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All guilds receive 3 bonus technique slots in areas selected by their guild (&#039;&#039;Note: These are currently subject to change&#039;&#039;):&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #1&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #2&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||Weaponsmithing||Weaponsmithing||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||Tinkering||Shaping||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||Remedies||Remedies||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||Reactants||Reactants||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Armorsmithing||Armorsmithing||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||Carving||Tailoring||Tailoring&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Carving||Carving||Reactants&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]||Blacksmithing||Blacksmithing||Artistry&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Careers/Hobbies==&lt;br /&gt;
Players can specialize in a discipline by choosing careers and hobbies. To choose a career or hobby, go to the appropriate crafting society, and {{tt|ASK &amp;lt;master&amp;gt; ABOUT CHOOSING CAREER/HOBBY &amp;lt;discipline&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;*** NOTE: Careers and hobbies are a PERMANENT choice and cannot be changed! *** &amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A career or a hobby is NOT required to be successful at crafting. You can train any of the skills just fine without choosing a career or hobby. It is highly recommended to try out the various crafts to see if it is something you would enjoy specializing in before choosing a career or hobby.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you choose a Career, you will automatically receive a number of technique slots equal to the number you have already gained from skill up to 12. From then on, each technique slot you earn from skill will grant you one extra technique slot up to 12. You also get a small bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
When you choose a Hobby, you will receive technique slots in the same manner as if you had chosen a career except that it caps at 6 slots. You also get a tiny bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
Career and Hobby Slots:&lt;br /&gt;
*Lore Primaries get 2 careers and 1 hobby&lt;br /&gt;
*Lore Secondaries get 1 career and 2 hobbies&lt;br /&gt;
*Lore Tertiaries get 1 career and 1 hobby.&lt;br /&gt;
&lt;br /&gt;
At any time, you can check what careers &amp;amp; hobbies you have chosen, how many techniques you have available, etc. with the {{com|CRAFT}} command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: You can never rechoose a hobby or career&#039;&#039;&#039;, but can forget a technique by talking to a crafting instructor.  It currently costs &amp;lt;s&amp;gt;10&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;25&amp;lt;/s&amp;gt; 50 platinum lirums, but is temporary while the system is getting set up - eventually it will be on some sort of timer like forgetting spells.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
With rare exception (like [[Maker Mark|stamps]]), and unless specifically stated, techniques are not required to perform a task, but instead give a skill bonus to it.  However, enhancements (tempering, reinforcing, lightening, ect.) require techniques to perform.&lt;br /&gt;
===Technique Slots===&lt;br /&gt;
*Up to 13 general technique slots per crafting skill are earned based on skill. These can be spent on any discipline within their respective skill.&lt;br /&gt;
*Careers and hobbies provide up to 12 and 6 bonus technique slots respectively and are also earned based on skill. These can only be spent within their specific discipline.&lt;br /&gt;
*Guilds provide 3 bonus technique slots, up to 3 within a single discipline depending on your guild, and are also earned based on skill. These too can only be spent within their specific disciplines.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syntax Help ===&lt;br /&gt;
Players can {{tt|STUDY}} crafting society masters for help. &lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;discipline&amp;gt; to learn more about that crafting Discipline]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;career/hobby&amp;gt; to learn more about those]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT CHOOSING &amp;lt;career/hobby&amp;gt; &amp;lt;discipline&amp;gt; to pick that as your own]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT LEARNING &amp;lt;technique&amp;gt; to learn that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT FORGETTING &amp;lt;technique&amp;gt; to forget that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT TECHNIQUE &amp;lt;technique name&amp;gt; to learn more about that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; FOR &amp;lt;difficulty&amp;gt; &amp;lt;discipline&amp;gt; WORK while holding a logbook]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT MINING for instructions on how to do that]&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
See the [[Work order]] page for more information on them and their relative difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Difficulty&amp;lt;ref&amp;gt;[[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57]]&amp;lt;/ref&amp;gt; || Base Ranks* || With Techs*&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || Extremely Easy || 25 || ~18 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Very Easy || 50 || ~36&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || Easy || 100 || ~71&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || Simple || 200 || ~143 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || Basic || 300 || ~214 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || Somewhat Challenging || 425 || ~304 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 7 || Challenging || 550 || ~368&lt;br /&gt;
|-&lt;br /&gt;
| Tier 8 || Complicated || 700 || ~500&lt;br /&gt;
|-&lt;br /&gt;
| Tier 9 || Intricate || 850 || ~601&lt;br /&gt;
|-&lt;br /&gt;
| Tier 10 || Difficult || 1175 || ~839&lt;br /&gt;
|-&lt;br /&gt;
| Tier 11 || Very Difficult || 1400 || 900-1210&lt;br /&gt;
|-&lt;br /&gt;
| Tier 12 || Extremely Difficult || +1500 || 1200+&lt;br /&gt;
|}*&amp;lt;small&amp;gt;These ranks are for achieving mastercrafted items using average materials with approximate workability 35-40, for example [[Steel_(HCS)|High carbon steel]] or [[granite]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Instruction Understanding===&lt;br /&gt;
Your understanding of the instructions shows how well you are capable of crafting an item based on your skill, technique, and career/hobby bonuses.&lt;br /&gt;
&lt;br /&gt;
Barring poor tool condition and crafting errors, once you &#039;&#039;&amp;quot;completely understand all facets of design&amp;quot;&#039;&#039; you should be able to create masterfully-crafted items using 70 quality / 50 workability materials and well-crafted (store bought) tools.&lt;br /&gt;
&lt;br /&gt;
When you can &#039;&#039;&amp;quot;comprehend all but several minor details&amp;quot;&#039;&#039; you can generally create masterfully-crafted items using 99 quality / 50 workability materials and masterfully-crafted tools.&lt;br /&gt;
&lt;br /&gt;
Below is a listing of potential messages when you {{com|study}} an instruction book:&lt;br /&gt;
&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;completely understand all facets of the design&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;comprehend all but several minor details in the text&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;confidently discern most of the design&#039;s minutiae&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;interpret many of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;absorb a handful of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;fail to grasp all but the simplest diagrams on the page&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;quickly realize the design is far beyond your abilities&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Work order|Work Orders]]==&lt;br /&gt;
Each Society Master within the crafting halls can help you determine what items are at your skill level through the issue of a [[work order]].&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
Completing work orders will increase your [[prestige]] within that crafting discipline.  Gaining sufficient prestige enables you to earn a [[maker mark]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[:Category:Player Crafters|Player crafter listings]]&lt;br /&gt;
*[[:Crafting Player Guides]]&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;br /&gt;
{{Cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513767</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513767"/>
		<updated>2020-01-17T05:07:46Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; is the catch-all term for a series of new creation systems that are being introduced into [[DragonRealms]] as part of the [[Mechanical Lore skill|Mechanical Lore]] [[Skills 3.0#Mech Split|split]].  There will be five new crafting-specific [[Lore]] skills, each of which will control three creation disciplines.&lt;br /&gt;
&lt;br /&gt;
The {{com|craft}} command can be used to display a range of information related to crafting, both general and specific to your character.&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
Not all the disciplines have been released.  Currently, the following are available:&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
**[[Remedies]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
**[[Carving]]&lt;br /&gt;
**[[Shaping]]&lt;br /&gt;
**[[Tinkering]]&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
**[[Armorsmithing]]&lt;br /&gt;
**[[Blacksmithing]]&lt;br /&gt;
**[[Weaponsmithing]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
**[[Tailoring]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
**[[Artificing]]&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
*Currently, only stage 1 of furniture making is released, which is limited to tables.&lt;br /&gt;
*Impossible to identify who crafted an item that hasn&#039;t been marked with a [[maker mark|maker&#039;s mark]].&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
*July 2010 - [[Carving]] discipline released&lt;br /&gt;
*January 2011 - [[Blacksmithing]] discipline released&lt;br /&gt;
*July 2011 - [[Weaponsmithing]] and [[Armorsmithing]] disciplines released&lt;br /&gt;
*January 2012 - [[Tailoring]] discipline released&lt;br /&gt;
*July 2013 - [[Remedies]] discipline released&lt;br /&gt;
*June 2015 - [[Shaping]] discipline released&lt;br /&gt;
*May 2016 - [[Tinkering]] discipline released&lt;br /&gt;
*June 2019 [[Artificing]] discipline released&lt;br /&gt;
*TBD [[Reactants]] discipline released&lt;br /&gt;
*TBD [[Cooking]] discipline released&lt;br /&gt;
*TBD [[Artistry]] discipline released&lt;br /&gt;
*TBD [[Jewel Crafting]] discipline released&lt;br /&gt;
*TBD [[Binding]] discipline released&lt;br /&gt;
*TBD [[Invoking]] discipline released&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
The crafting skills all work on the same fundamental concepts, though each have their own quirks and mechanics. The following [[Crafting Player Guides|crafting player guide]]s are available:&lt;br /&gt;
* [[Artificing]] - [[Enchanting Guide]]&lt;br /&gt;
* [[Carving]] - [[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57|Guide to Stonecarving]]&lt;br /&gt;
* [[Carving]] - [http://wrensnesttavern.com/the-no-nonsense-guide-to-carving/ The No-Nonsense Guide to Carving]&lt;br /&gt;
* [[Forging]] - [[Forging guide]]&lt;br /&gt;
* [[Remedies]] - [[Remedies_Player_Guide|Remedies Player Guide]]&lt;br /&gt;
* [[Shaping]] - [[Shaping guide]]&lt;br /&gt;
* [[Tailoring]] - [[Tailoring player guide]]&lt;br /&gt;
* [[Tinkering]] - [[Tinkering guide]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
A list of crafting bugs is being maintained on the [[Crafting feedback]] page, to assist GM Kodius in tracking them.&lt;br /&gt;
&lt;br /&gt;
As with all DR bugs, the first thing to do is {{com|assist}} or use {{com|bug}} in-game, and/or post on the appropriate DR message board.  After doing that, please use the [[Crafting feedback]] page to record the bug. &lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
:&#039;&#039;For a detailed list of crafting materials and their properties, [[Crafting Materials|see here]]&#039;&#039;&lt;br /&gt;
* There are [[mining]] locations near [[Stone Clan]], [[Dirge]], [[RanikMap32a|Riverhaven]], [[Therenborough]], [[Shard]], north of Raven&#039;s Point in [[Forfedhdar]], [[Ain Ghazal]], and [[Fang Cove]].&lt;br /&gt;
* There are [[logging]] locations near [[Riverhaven]], [[Ker&#039;Leor]], [[RanikMap64|Dragon&#039;s Spine]], [[Mistwood Forest]], [[Wyvern Forest]] and the [[Darkling Wood]].&lt;br /&gt;
*See [[Crafting Tools]] for an in depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Product Quality==&lt;br /&gt;
The final quality of an item is determined by [[#Difficulty|difficulty]] modified by workability, with bonuses from having [[#Careers/Hobbies|career/hobby]], using high quality material, using high quality tools, and knowing the appropriate [[#Techniques|tech]].&lt;br /&gt;
*Weapons receive a bonus to durability from being masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Quality Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| 99 || masterfully-crafted || 12&lt;br /&gt;
|-&lt;br /&gt;
| 98-95 || outstanding || 11&lt;br /&gt;
|-&lt;br /&gt;
| 94-90 || exceptional || 10&lt;br /&gt;
|-&lt;br /&gt;
| 89-85 || superior || 9&lt;br /&gt;
|-&lt;br /&gt;
| 84-80 || finely-crafted || 8&lt;br /&gt;
|-&lt;br /&gt;
| 79-70 || well-crafted || 7&lt;br /&gt;
|-&lt;br /&gt;
| 69-60 || above-average || 6&lt;br /&gt;
|-&lt;br /&gt;
| 59-50 || about average || 5&lt;br /&gt;
|-&lt;br /&gt;
| 49-40 || mediocre || 4&lt;br /&gt;
|-&lt;br /&gt;
| 39-30 || below-average || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;29 || poorly-crafted || 2&lt;br /&gt;
|-&lt;br /&gt;
|  || dismal || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || practically worthless || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tool Crafting Speed==&lt;br /&gt;
On tools used during the crafting process, there is also a scale for how quickly the given tool will perform the task directed.  Further information on crafting tool speed can be found on the [[:Category:Crafting_tools#Speed|Crafting Tools]] page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Speed Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| tremendously effective || 11&lt;br /&gt;
|-&lt;br /&gt;
| extremely effective || 10&lt;br /&gt;
|-&lt;br /&gt;
| exceptionally effective || 9&lt;br /&gt;
|-&lt;br /&gt;
| very effective || 8&lt;br /&gt;
|-&lt;br /&gt;
| rather effective || 7&lt;br /&gt;
|-&lt;br /&gt;
| sort of effective || 6&lt;br /&gt;
|-&lt;br /&gt;
| not very effective || 5&lt;br /&gt;
|-&lt;br /&gt;
| very ineffective || 4&lt;br /&gt;
|-&lt;br /&gt;
| extremely ineffective || 3&lt;br /&gt;
|-&lt;br /&gt;
| tremendously ineffective || 2&lt;br /&gt;
|-&lt;br /&gt;
| completely ineffective || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Disciplines and Techniques==&lt;br /&gt;
*There will be 5 skills, each broken down into 3 disciplines, each with approximately 25 [[:Category:Techniques|techniques]].&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Forging}}||[[Blacksmithing discipline]]||[[Crafting Tools|crafting tools]], [[Smelting#Smelting|smelting]], metal containers, metal sundries&lt;br /&gt;
|-&lt;br /&gt;
|||[[Armorsmithing discipline]]||metal armor (including shields)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Weaponsmithing discipline]]||metal weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Engineering}}||[[Tinkering discipline]]||caravans, crossbows and bolts, instruments, lockpicks, siege engines, toys, traps and locks/keys, metal imagery, metal assemblies (orlogs, sextants, wind chimes, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Shaping discipline]]||&#039;&#039;&#039;wood&#039;&#039;&#039;: bows and arrows, decorative wear, furniture and containers, imagery, weapons and shields&amp;lt;br&amp;gt;&#039;&#039;&#039;clay&#039;&#039;&#039;: containers and accessories, decorative wear, imagery&lt;br /&gt;
|-&lt;br /&gt;
|||[[Carving discipline]]||&#039;&#039;&#039;bone and stone&#039;&#039;&#039;: armor and shields, tools, containers, decorative wear, furniture, imagery, weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Outfitting}}||[[Jewelry Making discipline]]||jewelry&lt;br /&gt;
|-&lt;br /&gt;
|||[[Tailoring discipline]]||tanning, leather and cloth armor and items&lt;br /&gt;
|-&lt;br /&gt;
|||[[Artistry discipline]]||embellishment, alterations, and possibly applying barbarian [[warpaint]]&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Alchemy}}||[[Remedies discipline]]||healing potions, salves, tinctures&lt;br /&gt;
|-&lt;br /&gt;
|||[[Reactants discipline]]||Poisons and other substances&lt;br /&gt;
|-&lt;br /&gt;
|||[[Cooking discipline]]||food and drink, stat buffs&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Enchanting}}||[[Artificing discipline]]||founts, foci, runestones, wands, and other tools (devices that require both arcana skill and mana to use); analogous to blacksmithing&#039;s role in forging&lt;br /&gt;
|-&lt;br /&gt;
|||[[Binding discipline]]||Constellation Jewelry.  Devices that require arcana skill to use, but not mana.&lt;br /&gt;
|-&lt;br /&gt;
|||[[Invoking discipline]]||Devices that work automatically with no use involvement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All guilds receive 3 bonus technique slots in areas selected by their guild (&#039;&#039;Note: These are currently subject to change&#039;&#039;):&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #1&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #2&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||Weaponsmithing||Weaponsmithing||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||Tinkering||Shaping||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||Remedies||Remedies||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||Reactants||Reactants||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Armorsmithing||Armorsmithing||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||Carving||Tailoring||Tailoring&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Carving||Carving||Reactants&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]||Blacksmithing||Blacksmithing||Artistry&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Careers/Hobbies==&lt;br /&gt;
Players can specialize in a discipline by choosing careers and hobbies. To choose a career or hobby, go to the appropriate crafting society, and {{tt|ASK &amp;lt;master&amp;gt; ABOUT CHOOSING CAREER/HOBBY &amp;lt;discipline&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;*** NOTE: Careers and hobbies are a PERMANENT choice and cannot be changed! *** &amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A career or a hobby is NOT required to be successful at crafting. You can train any of the skills just fine without choosing a career or hobby. It is highly recommended to try out the various crafts to see if it is something you would enjoy specializing in before choosing a career or hobby.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you choose a Career, you will automatically receive a number of technique slots equal to the number you have already gained from skill up to 12. From then on, each technique slot you earn from skill will grant you one extra technique slot up to 12. You also get a small bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
When you choose a Hobby, you will receive technique slots in the same manner as if you had chosen a career except that it caps at 6 slots. You also get a tiny bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
Career and Hobby Slots:&lt;br /&gt;
*Lore Primaries get 2 careers and 1 hobby&lt;br /&gt;
*Lore Secondaries get 1 career and 2 hobbies&lt;br /&gt;
*Lore Tertiaries get 1 career and 1 hobby.&lt;br /&gt;
&lt;br /&gt;
At any time, you can check what careers &amp;amp; hobbies you have chosen, how many techniques you have available, etc. with the {{com|CRAFT}} command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: You can never rechoose a hobby or career&#039;&#039;&#039;, but can forget a technique by talking to a crafting instructor.  It currently costs &amp;lt;s&amp;gt;10&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;25&amp;lt;/s&amp;gt; 50 platinum lirums, but is temporary while the system is getting set up - eventually it will be on some sort of timer like forgetting spells.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
With rare exception (like [[Maker Mark|stamps]]), and unless specifically stated, techniques are not required to perform a task, but instead give a skill bonus to it.  However, enhancements (tempering, reinforcing, lightening, ect.) require techniques to perform.&lt;br /&gt;
===Technique Slots===&lt;br /&gt;
*Up to 13 general technique slots per crafting skill are earned based on skill. These can be spent on any discipline within their respective skill.&lt;br /&gt;
*Careers and hobbies provide up to 12 and 6 bonus technique slots respectively and are also earned based on skill. These can only be spent within their specific discipline.&lt;br /&gt;
*Guilds provide 3 bonus technique slots, up to 3 within a single discipline depending on your guild, and are also earned based on skill. These too can only be spent within their specific disciplines.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syntax Help ===&lt;br /&gt;
Players can {{tt|STUDY}} crafting society masters for help. &lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;discipline&amp;gt; to learn more about that crafting Discipline]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;career/hobby&amp;gt; to learn more about those]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT CHOOSING &amp;lt;career/hobby&amp;gt; &amp;lt;discipline&amp;gt; to pick that as your own]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT LEARNING &amp;lt;technique&amp;gt; to learn that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT FORGETTING &amp;lt;technique&amp;gt; to forget that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT TECHNIQUE &amp;lt;technique name&amp;gt; to learn more about that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; FOR &amp;lt;difficulty&amp;gt; &amp;lt;discipline&amp;gt; WORK while holding a logbook]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT MINING for instructions on how to do that]&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
See the [[Work order]] page for more information on them and their relative difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Difficulty&amp;lt;ref&amp;gt;[[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57]]&amp;lt;/ref&amp;gt; || Base Ranks* || With Techs*&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || Extremely Easy || 25 || ~18 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Very Easy || 50 || ~36&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || Easy || 100 || ~71&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || Simple || 200 || ~143 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || Basic || 300 || ~214 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || Somewhat Challenging || 425 || ~304 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 7 || Challenging || 550 || ~368&lt;br /&gt;
|-&lt;br /&gt;
| Tier 8 || Complicated || 700 || ~500&lt;br /&gt;
|-&lt;br /&gt;
| Tier 9 || Intricate || 850 || ~601&lt;br /&gt;
|-&lt;br /&gt;
| Tier 10 || Difficult || 1175 || ~839&lt;br /&gt;
|-&lt;br /&gt;
| Tier 11 || Very Difficult || 1400 || 900-1210&lt;br /&gt;
|-&lt;br /&gt;
| Tier 12 || Extremely Difficult || +1500 || 1200+&lt;br /&gt;
|}*&amp;lt;small&amp;gt;These ranks are for achieving mastercrafted items using average materials with approximate workability 35-40, for example [[Steel_(HCS)|High carbon steel]] or [[granite]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Instruction Understanding===&lt;br /&gt;
Your understanding of the instructions shows how well you are capable of crafting an item based on your skill, technique, and career/hobby bonuses.&lt;br /&gt;
&lt;br /&gt;
Barring poor tool condition and crafting errors, once you &#039;&#039;&amp;quot;completely understand all facets of design&amp;quot;&#039;&#039; you should be able to create masterfully-crafted items using 70 quality / 50 workability materials and well-crafted (store bought) tools.&lt;br /&gt;
&lt;br /&gt;
When you can &#039;&#039;&amp;quot;comprehend all but several minor details&amp;quot;&#039;&#039; you can generally create masterfully-crafted items using 99 quality / 50 workability materials and masterfully-crafted tools.&lt;br /&gt;
&lt;br /&gt;
Below is a listing of potential messages when you {{com|study}} an instruction book:&lt;br /&gt;
&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;completely understand all facets of the design&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;comprehend all but several minor details in the text&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;confidently discern most of the design&#039;s minutiae&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;interpret many of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;absorb a handful of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;fail to grasp all but the simplest diagrams on the page&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;quickly realize the design is far beyond your abilities&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Work order|Work Orders]]==&lt;br /&gt;
Each Society Master within the crafting halls can help you determine what items are at your skill level through the issue of a [[work order]].&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
Completing work orders will increase your [[prestige]] within that crafting discipline.  Gaining sufficient prestige enables you to earn a [[maker mark]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[:Category:Player Crafters|Player crafter listings]]&lt;br /&gt;
*[[:Crafting Player Guides]]&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;br /&gt;
{{Cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513766</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Crafting&amp;diff=513766"/>
		<updated>2020-01-17T04:22:36Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; is the catch-all term for a series of new creation systems that are being introduced into [[DragonRealms]] as part of the [[Mechanical Lore skill|Mechanical Lore]] [[Skills 3.0#Mech Split|split]].  There will be five new crafting-specific [[Lore]] skills, each of which will control three creation disciplines.&lt;br /&gt;
&lt;br /&gt;
The {{com|craft}} command can be used to display a range of information related to crafting, both general and specific to your character.&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
Not all the disciplines have been released.  Currently, the following are available:&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
**[[Remedies]]&lt;br /&gt;
* [[Engineering]]&lt;br /&gt;
**[[Carving]]&lt;br /&gt;
**[[Shaping]]&lt;br /&gt;
**[[Tinkering]]&lt;br /&gt;
* [[Forging]]&lt;br /&gt;
**[[Armorsmithing]]&lt;br /&gt;
**[[Blacksmithing]]&lt;br /&gt;
**[[Weaponsmithing]]&lt;br /&gt;
* [[Outfitting]]&lt;br /&gt;
**[[Tailoring]]&lt;br /&gt;
* [[Enchanting]]&lt;br /&gt;
**[[Artificing]]&lt;br /&gt;
&lt;br /&gt;
Additional notes:&lt;br /&gt;
*Currently, only stage 1 of furniture making is released, which is limited to tables.&lt;br /&gt;
*Impossible to identify who crafted an item that hasn&#039;t been marked with a [[maker mark|maker&#039;s mark]].&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
*July 2010 - [[Carving]] discipline released&lt;br /&gt;
*July 2011 - [[Weaponsmithing]] and [[Armorsmithing]] disciplines released&lt;br /&gt;
*January 2012 - [[Tailoring]] discipline released&lt;br /&gt;
*July 2013 - [[Remedies]] discipline released&lt;br /&gt;
*May 2016 - [[Tinkering]] discipline released&lt;br /&gt;
*June 2019 [[Artificing]] discipline released&lt;br /&gt;
*??? [[Blacksmithing]] discipline released&lt;br /&gt;
*?? 2015/2016? [[Shaping]] discipline released&lt;br /&gt;
*TBD [[Reactants]] discipline released&lt;br /&gt;
*TBD [[Cooking]] discipline released&lt;br /&gt;
*TBD [[Artistry]] discipline released&lt;br /&gt;
*TBD [[Jewel Crafting]] discipline released&lt;br /&gt;
*TBD [[Binding]] discipline released&lt;br /&gt;
*TBD [[Invoking]] discipline released&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
The crafting skills all work on the same fundamental concepts, though each have their own quirks and mechanics. The following [[Crafting Player Guides|crafting player guide]]s are available:&lt;br /&gt;
* [[Artificing]] - [[Enchanting Guide]]&lt;br /&gt;
* [[Carving]] - [[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57|Guide to Stonecarving]]&lt;br /&gt;
* [[Carving]] - [http://wrensnesttavern.com/the-no-nonsense-guide-to-carving/ The No-Nonsense Guide to Carving]&lt;br /&gt;
* [[Forging]] - [[Forging guide]]&lt;br /&gt;
* [[Remedies]] - [[Remedies_Player_Guide|Remedies Player Guide]]&lt;br /&gt;
* [[Shaping]] - [[Shaping guide]]&lt;br /&gt;
* [[Tailoring]] - [[Tailoring player guide]]&lt;br /&gt;
* [[Tinkering]] - [[Tinkering guide]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
A list of crafting bugs is being maintained on the [[Crafting feedback]] page, to assist GM Kodius in tracking them.&lt;br /&gt;
&lt;br /&gt;
As with all DR bugs, the first thing to do is {{com|assist}} or use {{com|bug}} in-game, and/or post on the appropriate DR message board.  After doing that, please use the [[Crafting feedback]] page to record the bug. &lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
:&#039;&#039;For a detailed list of crafting materials and their properties, [[Crafting Materials|see here]]&#039;&#039;&lt;br /&gt;
* There are [[mining]] locations near [[Stone Clan]], [[Dirge]], [[RanikMap32a|Riverhaven]], [[Therenborough]], [[Shard]], north of Raven&#039;s Point in [[Forfedhdar]], [[Ain Ghazal]], and [[Fang Cove]].&lt;br /&gt;
* There are [[logging]] locations near [[Riverhaven]], [[Ker&#039;Leor]], [[RanikMap64|Dragon&#039;s Spine]], [[Mistwood Forest]], [[Wyvern Forest]] and the [[Darkling Wood]].&lt;br /&gt;
*See [[Crafting Tools]] for an in depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Product Quality==&lt;br /&gt;
The final quality of an item is determined by [[#Difficulty|difficulty]] modified by workability, with bonuses from having [[#Careers/Hobbies|career/hobby]], using high quality material, using high quality tools, and knowing the appropriate [[#Techniques|tech]].&lt;br /&gt;
*Weapons receive a bonus to durability from being masterfully-crafted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Quality Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| 99 || masterfully-crafted || 12&lt;br /&gt;
|-&lt;br /&gt;
| 98-95 || outstanding || 11&lt;br /&gt;
|-&lt;br /&gt;
| 94-90 || exceptional || 10&lt;br /&gt;
|-&lt;br /&gt;
| 89-85 || superior || 9&lt;br /&gt;
|-&lt;br /&gt;
| 84-80 || finely-crafted || 8&lt;br /&gt;
|-&lt;br /&gt;
| 79-70 || well-crafted || 7&lt;br /&gt;
|-&lt;br /&gt;
| 69-60 || above-average || 6&lt;br /&gt;
|-&lt;br /&gt;
| 59-50 || about average || 5&lt;br /&gt;
|-&lt;br /&gt;
| 49-40 || mediocre || 4&lt;br /&gt;
|-&lt;br /&gt;
| 39-30 || below-average || 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;29 || poorly-crafted || 2&lt;br /&gt;
|-&lt;br /&gt;
|  || dismal || 1&lt;br /&gt;
|-&lt;br /&gt;
| 0 || practically worthless || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tool Crafting Speed==&lt;br /&gt;
On tools used during the crafting process, there is also a scale for how quickly the given tool will perform the task directed.  Further information on crafting tool speed can be found on the [[:Category:Crafting_tools#Speed|Crafting Tools]] page.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Speed Levels from High to Low&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Ordinal&lt;br /&gt;
|-&lt;br /&gt;
| tremendously effective || 11&lt;br /&gt;
|-&lt;br /&gt;
| extremely effective || 10&lt;br /&gt;
|-&lt;br /&gt;
| exceptionally effective || 9&lt;br /&gt;
|-&lt;br /&gt;
| very effective || 8&lt;br /&gt;
|-&lt;br /&gt;
| rather effective || 7&lt;br /&gt;
|-&lt;br /&gt;
| sort of effective || 6&lt;br /&gt;
|-&lt;br /&gt;
| not very effective || 5&lt;br /&gt;
|-&lt;br /&gt;
| very ineffective || 4&lt;br /&gt;
|-&lt;br /&gt;
| extremely ineffective || 3&lt;br /&gt;
|-&lt;br /&gt;
| tremendously ineffective || 2&lt;br /&gt;
|-&lt;br /&gt;
| completely ineffective || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Disciplines and Techniques==&lt;br /&gt;
*There will be 5 skills, each broken down into 3 disciplines, each with approximately 25 [[:Category:Techniques|techniques]].&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;||&#039;&#039;&#039;Discipline&#039;&#039;&#039;||&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Forging}}||[[Blacksmithing discipline]]||[[Crafting Tools|crafting tools]], [[Smelting#Smelting|smelting]], metal containers, metal sundries&lt;br /&gt;
|-&lt;br /&gt;
|||[[Armorsmithing discipline]]||metal armor (including shields)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Weaponsmithing discipline]]||metal weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Engineering}}||[[Tinkering discipline]]||caravans, crossbows and bolts, instruments, lockpicks, siege engines, toys, traps and locks/keys, metal imagery, metal assemblies (orlogs, sextants, wind chimes, etc.)&lt;br /&gt;
|-&lt;br /&gt;
|||[[Shaping discipline]]||&#039;&#039;&#039;wood&#039;&#039;&#039;: bows and arrows, decorative wear, furniture and containers, imagery, weapons and shields&amp;lt;br&amp;gt;&#039;&#039;&#039;clay&#039;&#039;&#039;: containers and accessories, decorative wear, imagery&lt;br /&gt;
|-&lt;br /&gt;
|||[[Carving discipline]]||&#039;&#039;&#039;bone and stone&#039;&#039;&#039;: armor and shields, tools, containers, decorative wear, furniture, imagery, weapons&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Outfitting}}||[[Jewelry Making discipline]]||jewelry&lt;br /&gt;
|-&lt;br /&gt;
|||[[Tailoring discipline]]||tanning, leather and cloth armor and items&lt;br /&gt;
|-&lt;br /&gt;
|||[[Artistry discipline]]||embellishment, alterations, and possibly applying barbarian [[warpaint]]&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Alchemy}}||[[Remedies discipline]]||healing potions, salves, tinctures&lt;br /&gt;
|-&lt;br /&gt;
|||[[Reactants discipline]]||Poisons and other substances&lt;br /&gt;
|-&lt;br /&gt;
|||[[Cooking discipline]]||food and drink, stat buffs&lt;br /&gt;
|-&lt;br /&gt;
|{{skill|Enchanting}}||[[Artificing discipline]]||founts, foci, runestones, wands, and other tools (devices that require both arcana skill and mana to use); analogous to blacksmithing&#039;s role in forging&lt;br /&gt;
|-&lt;br /&gt;
|||[[Binding discipline]]||Constellation Jewelry.  Devices that require arcana skill to use, but not mana.&lt;br /&gt;
|-&lt;br /&gt;
|||[[Invoking discipline]]||Devices that work automatically with no use involvement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*All guilds receive 3 bonus technique slots in areas selected by their guild (&#039;&#039;Note: These are currently subject to change&#039;&#039;):&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guild&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #1&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #2&#039;&#039;&#039;||&#039;&#039;&#039;Bonus #3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||Weaponsmithing||Weaponsmithing||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||Tinkering||Shaping||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||Remedies||Remedies||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||Reactants||Reactants||Carving&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Armorsmithing||Armorsmithing||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||Carving||Tailoring||Tailoring&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Carving||Carving||Reactants&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]||Blacksmithing||Blacksmithing||Artistry&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||Artificing||Binding||Invoking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Careers/Hobbies==&lt;br /&gt;
Players can specialize in a discipline by choosing careers and hobbies. To choose a career or hobby, go to the appropriate crafting society, and {{tt|ASK &amp;lt;master&amp;gt; ABOUT CHOOSING CAREER/HOBBY &amp;lt;discipline&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;*** NOTE: Careers and hobbies are a PERMANENT choice and cannot be changed! *** &amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A career or a hobby is NOT required to be successful at crafting. You can train any of the skills just fine without choosing a career or hobby. It is highly recommended to try out the various crafts to see if it is something you would enjoy specializing in before choosing a career or hobby.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you choose a Career, you will automatically receive a number of technique slots equal to the number you have already gained from skill up to 12. From then on, each technique slot you earn from skill will grant you one extra technique slot up to 12. You also get a small bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
When you choose a Hobby, you will receive technique slots in the same manner as if you had chosen a career except that it caps at 6 slots. You also get a tiny bonus to creating items in that discipline.&lt;br /&gt;
&lt;br /&gt;
Career and Hobby Slots:&lt;br /&gt;
*Lore Primaries get 2 careers and 1 hobby&lt;br /&gt;
*Lore Secondaries get 1 career and 2 hobbies&lt;br /&gt;
*Lore Tertiaries get 1 career and 1 hobby.&lt;br /&gt;
&lt;br /&gt;
At any time, you can check what careers &amp;amp; hobbies you have chosen, how many techniques you have available, etc. with the {{com|CRAFT}} command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: You can never rechoose a hobby or career&#039;&#039;&#039;, but can forget a technique by talking to a crafting instructor.  It currently costs &amp;lt;s&amp;gt;10&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;25&amp;lt;/s&amp;gt; 50 platinum lirums, but is temporary while the system is getting set up - eventually it will be on some sort of timer like forgetting spells.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
With rare exception (like [[Maker Mark|stamps]]), and unless specifically stated, techniques are not required to perform a task, but instead give a skill bonus to it.  However, enhancements (tempering, reinforcing, lightening, ect.) require techniques to perform.&lt;br /&gt;
===Technique Slots===&lt;br /&gt;
*Up to 13 general technique slots per crafting skill are earned based on skill. These can be spent on any discipline within their respective skill.&lt;br /&gt;
*Careers and hobbies provide up to 12 and 6 bonus technique slots respectively and are also earned based on skill. These can only be spent within their specific discipline.&lt;br /&gt;
*Guilds provide 3 bonus technique slots, up to 3 within a single discipline depending on your guild, and are also earned based on skill. These too can only be spent within their specific disciplines.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Syntax Help ===&lt;br /&gt;
Players can {{tt|STUDY}} crafting society masters for help. &lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;discipline&amp;gt; to learn more about that crafting Discipline]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT &amp;lt;career/hobby&amp;gt; to learn more about those]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT CHOOSING &amp;lt;career/hobby&amp;gt; &amp;lt;discipline&amp;gt; to pick that as your own]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT LEARNING &amp;lt;technique&amp;gt; to learn that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT FORGETTING &amp;lt;technique&amp;gt; to forget that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT TECHNIQUE &amp;lt;technique name&amp;gt; to learn more about that technique]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; FOR &amp;lt;difficulty&amp;gt; &amp;lt;discipline&amp;gt; WORK while holding a logbook]&lt;br /&gt;
:[You can ASK &amp;lt;NPC&amp;gt; ABOUT MINING for instructions on how to do that]&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
See the [[Work order]] page for more information on them and their relative difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Difficulty&amp;lt;ref&amp;gt;[[Post:Stonecarving_Guide_-_11/26/2010_-_20:20:57]]&amp;lt;/ref&amp;gt; || Base Ranks* || With Techs*&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || Extremely Easy || 25 || ~18 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Very Easy || 50 || ~36&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || Easy || 100 || ~71&lt;br /&gt;
|-&lt;br /&gt;
| Tier 4 || Simple || 200 || ~143 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 5 || Basic || 300 || ~214 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 6 || Somewhat Challenging || 425 || ~304 &lt;br /&gt;
|-&lt;br /&gt;
| Tier 7 || Challenging || 550 || ~368&lt;br /&gt;
|-&lt;br /&gt;
| Tier 8 || Complicated || 700 || ~500&lt;br /&gt;
|-&lt;br /&gt;
| Tier 9 || Intricate || 850 || ~601&lt;br /&gt;
|-&lt;br /&gt;
| Tier 10 || Difficult || 1175 || ~839&lt;br /&gt;
|-&lt;br /&gt;
| Tier 11 || Very Difficult || 1400 || 900-1210&lt;br /&gt;
|-&lt;br /&gt;
| Tier 12 || Extremely Difficult || +1500 || 1200+&lt;br /&gt;
|}*&amp;lt;small&amp;gt;These ranks are for achieving mastercrafted items using average materials with approximate workability 35-40, for example [[Steel_(HCS)|High carbon steel]] or [[granite]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Instruction Understanding===&lt;br /&gt;
Your understanding of the instructions shows how well you are capable of crafting an item based on your skill, technique, and career/hobby bonuses.&lt;br /&gt;
&lt;br /&gt;
Barring poor tool condition and crafting errors, once you &#039;&#039;&amp;quot;completely understand all facets of design&amp;quot;&#039;&#039; you should be able to create masterfully-crafted items using 70 quality / 50 workability materials and well-crafted (store bought) tools.&lt;br /&gt;
&lt;br /&gt;
When you can &#039;&#039;&amp;quot;comprehend all but several minor details&amp;quot;&#039;&#039; you can generally create masterfully-crafted items using 99 quality / 50 workability materials and masterfully-crafted tools.&lt;br /&gt;
&lt;br /&gt;
Below is a listing of potential messages when you {{com|study}} an instruction book:&lt;br /&gt;
&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;completely understand all facets of the design&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;comprehend all but several minor details in the text&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;confidently discern most of the design&#039;s minutiae&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;interpret many of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;absorb a handful of the design&#039;s finer points&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;fail to grasp all but the simplest diagrams on the page&#039;&#039;.&lt;br /&gt;
* You &amp;lt;scan/review/peruse&amp;gt; the X instructions &amp;lt;with a glance&amp;gt; and &#039;&#039;quickly realize the design is far beyond your abilities&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==[[Work order|Work Orders]]==&lt;br /&gt;
Each Society Master within the crafting halls can help you determine what items are at your skill level through the issue of a [[work order]].&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
Completing work orders will increase your [[prestige]] within that crafting discipline.  Gaining sufficient prestige enables you to earn a [[maker mark]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[:Category:Player Crafters|Player crafter listings]]&lt;br /&gt;
*[[:Crafting Player Guides]]&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;br /&gt;
{{Cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=513645</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=513645"/>
		<updated>2020-01-06T23:17:22Z</updated>

		<summary type="html">&lt;p&gt;DYANT2: /* Starting Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Necro}}&lt;br /&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;
==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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&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 intriguing lore! 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Role-playing 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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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 currently no &#039;good&#039; Necromancers as far as society is concerned; 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.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Ideological Camps ====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&amp;lt;br&amp;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 a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&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. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&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 game&#039;s 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.&amp;lt;br&amp;gt;&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!&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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!&amp;lt;br&amp;gt;&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 [[Reactants|poison]]s 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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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, gem shops, 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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. 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 and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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]]&amp;lt;br&amp;gt;&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).&amp;lt;br&amp;gt;&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 {{com|avoid|avoid !touch}} or 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!&amp;lt;br&amp;gt;&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]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. 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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; 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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.}}&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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]].&amp;lt;br&amp;gt;&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 its 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.&amp;lt;br&amp;gt;&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 its 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]]. 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 60 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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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 its role in stat contests, stealth checks, and TM accuracy. &amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&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;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&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;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&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;&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;&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;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This can be cast at AREA, CREATURES, or ENGAGED, and defaults to the latter. &amp;lt;br /&amp;gt;&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. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;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.&amp;lt;br&amp;gt;&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.  Please note, a belt-worn skinning knife is sufficient for all rituals:  you do not need both.&amp;lt;br&amp;gt;&lt;br /&gt;
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====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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
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====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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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]] or an Introductory TM spell from another spellbook 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing 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. 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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The PC culture regarding Necromancers varies by province; 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.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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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.&amp;lt;br&amp;gt;&lt;br /&gt;
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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 role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>DYANT2</name></author>
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