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	<updated>2026-04-14T22:48:10Z</updated>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Gwethdesuan&amp;diff=689897</id>
		<title>Gwethdesuan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Gwethdesuan&amp;diff=689897"/>
		<updated>2026-04-13T19:04:45Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Gwethdesuans (often abbreviated as gweths) are  [[Enchanting_skill|enchanting]] products worn upon the head that allow one to communicate telepathically in game. Essentially, wearing a gwethdesuan provides the wearer with extrasensory perception (ESP). &amp;quot;Gwethdesuan&amp;quot; is [[Gamgweth]] for &amp;quot;long speech.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With the exception of certain [[Estate Holder]] [[LTB]] purchases, all gwethdesuan&#039;s have limited charges which are consumed on activation. Activation can be achieved by wearing, rubbing, or touching your gweth. Gwethdesuans can be deactivated by removing them.&lt;br /&gt;
&lt;br /&gt;
==Types of Gwethdesuans==&lt;br /&gt;
You may choose between [[Item:Jadeite_gwethdesuan|jadeite]], [[Item:Kyanite_gwethdesuan|kyanite]] and [[Item:Waermodi_gwethdesuan|waermodi]] gwethdesuans. All three types function identically. The choice is strictly cosmetic and you should only wear one gweth.&lt;br /&gt;
&lt;br /&gt;
==Channels==&lt;br /&gt;
The telepathic network has a number of different channels that you can listen in on. You can find out which channels you are currently listening to using {{com|ESP}} {{tt|CHANNELS}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Channel&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|General||Global channel for general chit-chat.&lt;br /&gt;
|-&lt;br /&gt;
|Trade||Global channel for financial transactions.&lt;br /&gt;
|-&lt;br /&gt;
|Guild||Conversations with other members of your guild.&lt;br /&gt;
|-&lt;br /&gt;
|Race||Conversations with other members of your race.&lt;br /&gt;
|-&lt;br /&gt;
|Local||Conversations shared among those in your nearby geographical location.&lt;br /&gt;
|-&lt;br /&gt;
|Private||Conversations shared among those who have the same telepathic password.&lt;br /&gt;
|-&lt;br /&gt;
|Personal||Listening for messages directed specifically toward you (with the {{com|SEND}} command).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
# Activate your gwethdesuan or {{com|CAST}} the [[Thoughtcast]] spell&lt;br /&gt;
#* You should only wear one gweth and can choose either jadeite or kyanite&lt;br /&gt;
#* Gweths can be activated using {{com|WEAR}}, {{com|RUB}}, or {{com|TOUCH}}&lt;br /&gt;
#* You only need to activate your gweth once, and it will remain active until the gweth is removed or you die&lt;br /&gt;
# Use the {{com|ESP}} command to {{tt|LISTEN}} to various channels (see [[Gwethdesuan#Channels]])&lt;br /&gt;
#* {{com|ESP}} {{tt|LISTEN GENERAL}} will toggle on/off listening to the General channel&lt;br /&gt;
#* {{com|ESP}} {{tt|CHANNELS}} will display which channels you are currently listening to&lt;br /&gt;
# Set your broadcast channel using {{com|ESP}} {{tt|SEND GENERAL}} (or Trade, Race, etc as appropriate)&lt;br /&gt;
# {{com|THINK}} {{tt|&amp;lt;message&amp;gt;}} to share your thought with all others listening on the broadcast channel&lt;br /&gt;
#*{{com|THINK}} will direct your thoughts to your last set ESP SEND channel&lt;br /&gt;
&lt;br /&gt;
===Private channels===&lt;br /&gt;
It is possible to direct thoughts to a private group using {{com|PROJECT}}. Note that you must first use {{com|ESP}} {{tt|PASSWORD &amp;lt;CHANNEL NAME&amp;gt;}} to create or join the private channel; the password is the channel name. You can check who is in your current private channel at anytime using {{com|ESP}} {{tt|WHO}}.&lt;br /&gt;
&lt;br /&gt;
Usage: {{com|PROJECT}} {{tt|&amp;lt;message&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
===Personal channel===&lt;br /&gt;
It is possible to direct thoughts to a single person using {{com|SEND}}. The receiving person must also have telepathy (by wearing a gwethdesuan or casting Thoughtcast) and be listening to the Personal channel to receive your message.&lt;br /&gt;
&lt;br /&gt;
Usage: {{com|SEND}} {{tt|&amp;lt;player&amp;gt; &amp;lt;message&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==IC vs OOC Thoughts==&lt;br /&gt;
Since [[DragonRealms]] places a greater emphasis on role-playing than many other online games, it is expected as a matter of game policy that gweth messages remain in character at all times.&lt;br /&gt;
&lt;br /&gt;
You can be {{com|REPORT}}ed for blatant out-of-character speech over the gweth just as you may be reported for [[Out of Character|OOC]] behavior in any other public activity within the game. Gweth thoughts that blur the line may not be an actionable violation of policy but might nonetheless draw the attention of someone with a [[Gwethdesuan_Smasher|Gwethsmasher]].&lt;br /&gt;
&lt;br /&gt;
See [[Out of Character]] and [[OOC Euphemisms]].&lt;br /&gt;
&lt;br /&gt;
===Nonverbal Content in Thoughts===&lt;br /&gt;
There is some debate about what can actually be conveyed via gwethdesuan. Purists will often limit this to words, since the actual gweth messaging is, &amp;quot;Your mind &#039;&#039;hears&#039;&#039; so-and-so &#039;&#039;thinking&#039;&#039;.&amp;quot; Other players, including some GMs, expand that to include other human sounds, such as laughter. However, most role-players regard attempts to convey facial expressions (such as smirking) or actions (such as hugging) as inappropriate for gwethdesuans, since you cannot hear such things.&lt;br /&gt;
&lt;br /&gt;
The safest approach is to include only text that a person would normally speak out loud. (Emoticons/emoji and netspeak are arguably OOC, not only because they are too modern, but because they are not normally included in natural speech.)&lt;br /&gt;
&lt;br /&gt;
==Creation==&lt;br /&gt;
Gwethdesuans are created through the [[artificing]] discipline of [[enchanting]].&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
*Two gweth stones of the same type, either [[jadeite]], [[kyanite]] or [[waermodi]].&lt;br /&gt;
*{{ilink|i|Ju&#039;ladan oil}}&lt;br /&gt;
*A chain purchased from a jewelry shop — silver is conventional, but it MUST be metal.&lt;br /&gt;
*Enchanter&#039;s burin, brazier, augmenting loop, and means of imbuement&lt;br /&gt;
*Induction and ascension sigils&lt;br /&gt;
&lt;br /&gt;
===Steps===&lt;br /&gt;
#{{com|DIP}} {{tt|stone in oil}}&lt;br /&gt;
#{{com|AFFIX}} {{tt|stone to chain}}&lt;br /&gt;
#Proceed with normal [[enchanting]] process&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*There are some areas in the game where Gweth reception and transmission is blocked, for example inside the Crossing bank, rooms with guild leaders, or festival grounds.&lt;br /&gt;
*The type of metal in the chain has no bearing on the gweth&#039;s functionality.&lt;br /&gt;
*The current &amp;quot;ESP 2.0&amp;quot; system was introduced in Prime on November 11, 2016.&amp;lt;ref&amp;gt;[[Post:ESP 2.0 on 11/11/16 - 11/10/2016 - 16:41]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|p=y|a=y}}&lt;br /&gt;
*{{com|ESP}} command&lt;br /&gt;
*{{com|SEND}} command&lt;br /&gt;
*{{com|PROJECT}} command&lt;br /&gt;
*{{com|THINK}} command&lt;br /&gt;
*[[Gwethdesuan (obsolete)]] has information about the old ESP system.&lt;br /&gt;
&lt;br /&gt;
{{cat|Magical items,Moon Mage enchantments,Items,Definitions}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=689836</id>
		<title>Lich script repository</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lich_script_repository&amp;diff=689836"/>
		<updated>2026-04-10T23:55:48Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Setup and Installation */ discord link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
This page documents the collection of scripts that are available from an external repository located at [https://github.com/elanthia-online/dr-scripts https://github.com/elanthia-online/dr-scripts], and not through the in-game &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; functionality.&lt;br /&gt;
&lt;br /&gt;
== Setup and Installation ==&lt;br /&gt;
[https://github.com/elanthia-online/lich-5/wiki/Documentation-for-Installing-and-Upgrading-Lich Lich install instructions]&lt;br /&gt;
&lt;br /&gt;
An invite to the Lich Discord is available on the [[Discord]] page. &lt;br /&gt;
&lt;br /&gt;
For script-specific documentation, see the appropriate section, below. For YAML documentation, see [https://github.com/elanthia-online/dr-scripts/wiki#yamls-and-guides GitHub&#039;s YAML and Guides].&lt;br /&gt;
&lt;br /&gt;
For any bugs, please see us on GitHub [https://github.com/elanthia-online/dr-scripts/issues open an issue on GitHub]. We look forward to hearing from you!&lt;br /&gt;
&lt;br /&gt;
= Introduction to Character Settings = &lt;br /&gt;
Character settings are read from a YAML file.&lt;br /&gt;
&lt;br /&gt;
== What is YAML? == &lt;br /&gt;
YAML is a human-friendly file format that we use to store settings. It stands for YAML Ain&#039;t Markup Language (the name references itself as a kind of computer science joke). It&#039;s got a website and everything (http://yaml.org/), but there are only a few things you actually need to know:&lt;br /&gt;
&lt;br /&gt;
Indentation matters. Use two spaces for each level of indentation.&lt;br /&gt;
&lt;br /&gt;
If you see a line like &amp;lt;code&amp;gt;train_with_spells: true&amp;lt;/code&amp;gt;, that means that the &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; setting is being assigned a value of &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. This may also be referred to as a hash in which &amp;lt;code&amp;gt;train_with_spells&amp;lt;/code&amp;gt; is mapped to &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt;. Values can be true/false, numbers, text, hashes, or lists (see below).&lt;br /&gt;
&lt;br /&gt;
A list (or array) is a series of values. For example, this creates a list named &amp;lt;code&amp;gt;loot_additions&amp;lt;/code&amp;gt; of item nouns that you want to loot:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
loot_additions:&lt;br /&gt;
- card&lt;br /&gt;
- dira&lt;br /&gt;
- bolt&lt;br /&gt;
- arrow&lt;br /&gt;
- stone&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comment is any line that starts with a &amp;lt;code&amp;gt;#&amp;lt;/code&amp;gt;. They are ignored when our scripts read your settings file. Comments are entirely for your own benefit (e.g. to leave yourself a note).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, it&#039;ll make more sense if you go look at a YAML file. Try taking a look at [https://github.com/elanthia-online/dr-scripts/tree/master/profiles some of these.]&lt;br /&gt;
&lt;br /&gt;
== Loading YAML Files ==&lt;br /&gt;
YAML files are loaded in a predefined order. &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; is loaded first, then &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt;. If any arguments are given to a script (for example, &amp;lt;code&amp;gt;;combat-trainer BacktrainWeapons&amp;lt;/code&amp;gt;), then &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt; will be loaded last.&lt;br /&gt;
&lt;br /&gt;
If the same setting occurs in multiple YAML files, then the last version of that setting is used. For example, you could define &amp;lt;code&amp;gt;dance_threshold&amp;lt;/code&amp;gt; to be 1 in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; and then redefine it to be 0 in &amp;lt;code&amp;gt;YourCharacterName-BacktrainWeapons.yaml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; provides defaults for many (but not all) of the settings. You should never modify &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt; directly; instead override settings in &amp;lt;code&amp;gt;YourCharacterName-setup.yaml&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;YourCharacterName-SomethingElse.yaml&amp;lt;/code&amp;gt;. If you think something should be changed in &amp;lt;code&amp;gt;base.yaml&amp;lt;/code&amp;gt;, please contact us in-game or open a [https://github.com/elanthia-online/dr-scripts/pulls pull request]. We welcome all feedback and suggestions.&lt;br /&gt;
&lt;br /&gt;
== Debugging YAML files ==&lt;br /&gt;
Its helpful to use a YAML parser for diagnosing issues.&lt;br /&gt;
http://yaml-online-parser.appspot.com/&lt;br /&gt;
&lt;br /&gt;
= Autostart =&lt;br /&gt;
Many users prefer to have certain scripts automatically start every time their character loads.  To do that, use the below commands to designate scripts to start for every character or character-specific.&lt;br /&gt;
== Add an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e autostart(&#039;script-name&#039;) will start the script called &#039;script-name&#039; for all of your characters&lt;br /&gt;
;e autostart(&#039;script-name&#039;, false) will start the script for only this character&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List autostart scripts ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e echo list_autostarts will show you the files being autostarted on a given character&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Remove an autostart ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;e stop_autostart(&#039;script-name&#039;) will remove an autostarted file from the list&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The &#039;&#039;other&#039;&#039; autostart ==&lt;br /&gt;
There are &#039;&#039;&#039;two&#039;&#039;&#039; autostart scripts. The above commands are for normal use.  Advanced options found below under [[Lich_script_repository#autostart_2|autostart]] script details.&lt;br /&gt;
&lt;br /&gt;
= Scripts =&lt;br /&gt;
== accept-sell ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Accepts an outstanding trade offer for a pouch/bundle, appraises it and sells it. Returning coins, item, and a profit report to the owner.&lt;br /&gt;
|usage= Call the script when you have empty hands and an outstanding trade offer.&lt;br /&gt;
|args={{Lich setting|name=skip|desc=Don&#039;t appraise and send profit summary to seller, faster for multiple pouches/bundles.}}^{{Lich setting|name=buy|desc=Pay for the pouch out of your own money and keep it.}}^{{Lich setting|name=dump|desc=Dump item after sale.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== addroom ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Add a series of rooms to the lich map. This script will checkout the mapdb, add the new rooms, and commit the mapdb. Automap is preferred to this script.&lt;br /&gt;
|usage=&lt;br /&gt;
To use this script send it an ordered set of directions to map. If you don&#039;t provide a direction no mapping will be provided.&lt;br /&gt;
&lt;br /&gt;
For example, to add a Y branch to the north:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;north, northeast, southwest, northwest, southeast, south&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To add a store:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;addroom &amp;quot;go shop, out&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The travel delay defaults to 0.2.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=add_room_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== afk ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to provide safety while you are afk. Basic keep alive script with simple health/spirit/death monitoring. Will exit on low health, low spirit, or death.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=health_threshold|desc=Threshold at which you will exit (the same threshold is used for health and spirit)}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== almanac ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses an almanac every 10 minutes. Pauses all other scripts, stows your left hand, studies it, then unpauses everything.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== appraisal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the Appraisal skill by appraising configured items such as gear, zills, bundles, gem pouches, and art in the Crossing gallery. Supports Appraise Focus mode.&lt;br /&gt;
&lt;br /&gt;
|usage=&lt;br /&gt;
Run with no arguments to follow the training order defined in your YAML (stops when Appraisal is at 30/34 field experience):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;appraisal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run a specific training mode:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;appraisal gear&lt;br /&gt;
;appraisal zills&lt;br /&gt;
;appraisal art&lt;br /&gt;
;appraisal bundle&lt;br /&gt;
;appraisal pouches&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraise Focus mode (requires 200+ Appraisal ranks):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;appraisal focus &amp;lt;item&amp;gt;&lt;br /&gt;
;appraisal focus defense&lt;br /&gt;
;appraisal focus inner fire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After focusing, the script runs &amp;lt;code&amp;gt;appraise focus check&amp;lt;/code&amp;gt; and reports whether you gained the learning boost or already have one active.&lt;br /&gt;
&lt;br /&gt;
Example YAML configuration:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
appraisal_training:&lt;br /&gt;
- gear&lt;br /&gt;
- zills&lt;br /&gt;
- art&lt;br /&gt;
- bundle&lt;br /&gt;
- pouches&lt;br /&gt;
&lt;br /&gt;
# Pouch handling&lt;br /&gt;
full_pouch_container: backpack&lt;br /&gt;
spare_gem_pouch_container: satchel&lt;br /&gt;
low_value_gem_pouch_container: rucksack&lt;br /&gt;
gem_pouch_low_value: 5000&lt;br /&gt;
gem_pouch_adjective: gem&lt;br /&gt;
gem_pouch_noun: pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pouch behavior notes:&lt;br /&gt;
* The script will open/close pouches automatically if required to appraise contents.&lt;br /&gt;
* Empty pouches are routed to &amp;lt;code&amp;gt;spare_gem_pouch_container&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Pouches appraising below &amp;lt;code&amp;gt;gem_pouch_low_value&amp;lt;/code&amp;gt; are routed to &amp;lt;code&amp;gt;low_value_gem_pouch_container&amp;lt;/code&amp;gt;.&lt;br /&gt;
* If run with &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;, pouches with fewer than 500 gems are routed to &amp;lt;code&amp;gt;low_value_gem_pouch_container&amp;lt;/code&amp;gt; (and counting is disabled if that container is not configured).&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=gear|desc=Appraises items listed in your &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt; setting.}}^&lt;br /&gt;
{{Lich setting|name=zills|desc=Appraises zills. Recommended below 250 ranks (script warns above that).}}^&lt;br /&gt;
{{Lich setting|name=art|desc=Runs &amp;lt;code&amp;gt;study-art&amp;lt;/code&amp;gt; to appraise art in the Crossing gallery.}}^&lt;br /&gt;
{{Lich setting|name=bundle|desc=Appraises a worn bundle quickly.}}^&lt;br /&gt;
{{Lich setting|name=pouches|desc=Appraises gem pouches from &amp;lt;code&amp;gt;full_pouch_container&amp;lt;/code&amp;gt;; routes empty/low-value pouches to configured containers.}}^&lt;br /&gt;
{{Lich setting|name=focus &amp;lt;item&amp;gt;|desc=Performs Appraise Focus. If &amp;lt;code&amp;gt;&amp;amp;lt;item&amp;amp;gt;&amp;lt;/code&amp;gt; is one of the supported focus concepts, focuses that concept; otherwise attempts to &amp;lt;code&amp;gt;get&amp;lt;/code&amp;gt; the item and focus it. Requires 200+ Appraisal ranks.}}^&lt;br /&gt;
{{Lich setting|name=nonspecific|desc=Disables use of &amp;lt;code&amp;gt;gem_pouch_adjective&amp;lt;/code&amp;gt; (treats pouch handling as non-adjective-specific).}}^&lt;br /&gt;
{{Lich setting|name=count|desc=Counts gems in each pouch during pouch appraisal; pouches with fewer than 500 gems are routed to &amp;lt;code&amp;gt;low_value_gem_pouch_container&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=appraisal_training|desc=Ordered list of training modes used when no argument is supplied. Valid entries: &amp;lt;code&amp;gt;gear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;zills&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;art&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bundle&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pouches&amp;lt;/code&amp;gt;.}}^&lt;br /&gt;
{{Lich setting|name=full_pouch_container|desc=Container holding gem pouches to appraise.}}^&lt;br /&gt;
{{Lich setting|name=spare_gem_pouch_container|desc=Container to store empty pouches found during pouch appraisal.}}^&lt;br /&gt;
{{Lich setting|name=low_value_gem_pouch_container|desc=Container to store low-value pouches (and, if using &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;, pouches with fewer than 500 gems).}}^&lt;br /&gt;
{{Lich setting|name=gem_pouch_low_value|desc=Numeric threshold. Pouches appraising below this value are routed to &amp;lt;code&amp;gt;low_value_gem_pouch_container&amp;lt;/code&amp;gt;.}}^&lt;br /&gt;
{{Lich setting|name=gem_pouch_adjective|desc=Adjective used for your gem pouch (e.g. &amp;lt;code&amp;gt;gem&amp;lt;/code&amp;gt; pouch).}}^&lt;br /&gt;
{{Lich setting|name=gem_pouch_noun|desc=Noun used for your gem pouch (e.g. &amp;lt;code&amp;gt;pouch&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;satchel&amp;lt;/code&amp;gt;).}}&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
&lt;br /&gt;
|children=&lt;br /&gt;
study-art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== arrows ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, arrowheads, and arrows all in one script. &lt;br /&gt;
|usage=Syntax: ;arrows type lumber tools&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;arrows drake-fang maple&lt;br /&gt;
 ;arrows drake-fang balsa yes&lt;br /&gt;
 ;arrows continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== astrology ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains astrology via by observing a known constellation which fills the most prediction pools and performing predictions aligned to those pools. If your character is above 99th circle the script can also walk the ways to train astrology. Walking is limited to one round-trip per hour.&lt;br /&gt;
|usage=Start in any room where the heavens are observable or where moongate can be cast (if astral traveling).&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
astrology_training:&lt;br /&gt;
- ways&lt;br /&gt;
- observe&lt;br /&gt;
- rtr&lt;br /&gt;
- weather&lt;br /&gt;
- events&lt;br /&gt;
- attunement&lt;br /&gt;
astral_plane_training:&lt;br /&gt;
  train_destination: crossing &lt;br /&gt;
  train_source: shard&lt;br /&gt;
&lt;br /&gt;
have_telescope: true&lt;br /&gt;
#Choose one, container or tie&lt;br /&gt;
telescope_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container, tied, or worn&lt;br /&gt;
divination_tool:&lt;br /&gt;
  name:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
  worn:&lt;br /&gt;
&lt;br /&gt;
#Choose one, container or tied&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
  container:&lt;br /&gt;
  tied:&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT INCLUDE THE STUFF UNDER divination_tool or divination_bones_storage IF NOT USING!!&lt;br /&gt;
&lt;br /&gt;
EXAMPLE YAML IF NOT USING:&lt;br /&gt;
divination_tool:&lt;br /&gt;
divination_bones_storage:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=astrology_training|desc=A list of training options. The possible options are ways, observe, rtr, weather, events, and moons. Things will be trained in the order they are listed}}^{{Lich setting|name=have_telescope|desc=Set to true to indicate you have a telescope on you and it will be used to observe the heavens.}}^{{Lich setting|name=astral_plane_training|desc=Hash which contains the settings for astral training.}}^{{Lich setting|name=train_destination|desc=indicate the shard destination in lowercase(this is a town, not the shard name). This is where you will walk to for training. Options are: shard, crossing, leth, riverhaven, merkresh, fang, raven, throne, muspari, aesry, taisgath, theren, steppes}}^{{Lich setting|name=train_source|desc=indicates the shard you wish to return to after arriving at the destination shard, options are the same as in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|uservars={{Lich setting|name=astral_plane_exp_timer|desc=This is set to the current time on your computer once you emerge from the shard indicated in &amp;lt;code&amp;gt;train_destination&amp;lt;/code&amp;gt;. It&#039;s used to check how long its been since you last walked.}}&lt;br /&gt;
|children=bescort&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== athletics ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Athletics training script&lt;br /&gt;
|args={{Lich setting|name=wyvern|desc=Climb wyverns instead of undergondola.}}^{{Lich setting|name=undergondola|desc=Climb undergondola.}}^{{Lich setting|name=xalas|desc=Climb in xalas}}&lt;br /&gt;
|settings={{Lich setting|name=have_climbing_rope|desc=Set this to true to use a magic climbing rope for training. This currently requires zills.}}^{{Lich setting|name=held_athletics_items|desc=A list of 1-2 items held while doing athletics to increase the difficulty. Each item adds difficulty. Uses get/stow, and the items don&#039;t need to be weapons.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== attunement ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains [[attunement]] via power walking or perceiving in a single room. Empaths can optionally train [[empathy]] via health walking.&lt;br /&gt;
|usage=&lt;br /&gt;
* attunement - &#039;&#039;run with no arguments to power walk&#039;&#039;&lt;br /&gt;
* attunement health - &#039;&#039;run with &#039;health&#039; argument to health walk&#039;&#039; (Empaths only)&lt;br /&gt;
* attunement 15 - &#039;&#039;Will try to gain 15 mind states before ending&#039;&#039;&lt;br /&gt;
* attunement rooms=3 - &#039;&#039;Will only do the skill action (perc, perc sigil, perc health) in 3 rooms max&#039;&#039;&lt;br /&gt;
* attunement reset - &#039;&#039;Will start from the start of your room list again.&#039;&#039;&lt;br /&gt;
|args=&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
* health - As an Empath, specify this argument to perform a health walk to train empathy and attunement&lt;br /&gt;
|settings=&lt;br /&gt;
&#039;&#039;Example Config&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Town to train attunement in.&lt;br /&gt;
# Most towns have a pre-defined list of rooms in base-towns.yaml.&lt;br /&gt;
hometown: Crossing&lt;br /&gt;
&lt;br /&gt;
# Town to train attunement in if NOT using hometown as your training town.&lt;br /&gt;
# This variable is used in other scripts for the same purpose.&lt;br /&gt;
# Useful if using Fang Cove as your hometown, since many scripts don&#039;t work with that setting.&lt;br /&gt;
fang_cove_override_town: Crossing&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where magic users will visit to&lt;br /&gt;
# train attunement via &#039;perceive&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is ignored for lunar mages and instead they train in their current room.&lt;br /&gt;
# This is useful for power walking near your safe room, such as&lt;br /&gt;
# non-justice areas, which may be preferrable to Necromancers&lt;br /&gt;
# or if your hometown does not have any room data yet.&lt;br /&gt;
attunement_rooms:&lt;br /&gt;
&lt;br /&gt;
# These override the default rooms where Empaths will visit to&lt;br /&gt;
# train empathy via &#039;perceive health&#039; command.&lt;br /&gt;
# If not defined then the rooms are taken from base-towns.yaml.&lt;br /&gt;
# This is useful if your hometown does not have any room data yet.&lt;br /&gt;
perceive_health_rooms:&lt;br /&gt;
- 100&lt;br /&gt;
- 200&lt;br /&gt;
- 300&lt;br /&gt;
&lt;br /&gt;
# If true then you will perform the perceive commands&lt;br /&gt;
# in your current room rather than walk to different rooms.&lt;br /&gt;
# This setting is ignored for Lunar mages (Traders and Moon Mages)&lt;br /&gt;
# and is treated as if it were set to true.&lt;br /&gt;
crossing_training_stationary_skills_only: true|false&lt;br /&gt;
&lt;br /&gt;
# The max learning rate of attunement (power walking) or empathy (health walking)&lt;br /&gt;
# at which point the script will exit.&lt;br /&gt;
crossing_training_max_threshold: 30 &lt;br /&gt;
&lt;br /&gt;
# The desired number of mind states to increase by.&lt;br /&gt;
# Respects crossing_training_max_threshold as an upper threshold.&lt;br /&gt;
attunement_target_increment: 17&lt;br /&gt;
&lt;br /&gt;
# The script will cast the spells listed in the &#039;attunement&#039; waggle&lt;br /&gt;
# at the beginning of training.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  attunement:&lt;br /&gt;
    Aura Sight:&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autocontingency ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Moon Mages only.  It can be run two different ways. First, by providing two arguments for a contingency target (anchor), and the room number that anchor will be in. Your character will run to the room in question, and cast both SEER and Contingency on the anchor. i.e. &amp;lt;code&amp;gt;autocontingency Eteu 798&amp;lt;/code&amp;gt;. Contingency established, you can then go about your business. &lt;br /&gt;
&lt;br /&gt;
The other method is &amp;lt;code&amp;gt;autocontingency invoke&amp;lt;/code&amp;gt;. When run in this manner, typically after a hunt or a long athletics trip to the far side of Elanthia, the script will invoke the Contingency to bring you back to your point of origin.&lt;br /&gt;
|usage= Ensure that a waggle titled `contingency` is present in your YAML. Example below:&lt;br /&gt;
   contingency:&lt;br /&gt;
    Seer&#039;s Sense:&lt;br /&gt;
      abbrev: SEER&lt;br /&gt;
      recast: 2&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
    Contingency:&lt;br /&gt;
      abbrev: CONTINGENCY&lt;br /&gt;
      recast: 1&lt;br /&gt;
      mana: 15&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 7&lt;br /&gt;
      - 7&lt;br /&gt;
&lt;br /&gt;
The waggle does not have to include both spell entries, but SEER should only not be included if you are casting that by hand (or in another script) on your anchor target before the Contingency cast. Best practice, include both.&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as a &amp;lt;code&amp;gt;before&amp;lt;/code&amp;gt; in a hunt:&lt;br /&gt;
   hunting_info:&lt;br /&gt;
   - :zone:&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     - rats&lt;br /&gt;
     :duration: 30&lt;br /&gt;
     args:&lt;br /&gt;
       - d0&lt;br /&gt;
       - combat&lt;br /&gt;
     before:&lt;br /&gt;
     - go2 798&lt;br /&gt;
     - autocontingency Etreu&lt;br /&gt;
     after:&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     stop_on:&lt;br /&gt;
     - Large Blunt&lt;br /&gt;
     - Large Edged&lt;br /&gt;
     - Small Edged&lt;br /&gt;
     - Staves&lt;br /&gt;
&lt;br /&gt;
Example YAML usage for including autocontingency as part of T2&#039;s &amp;lt;code&amp;gt;training_list&amp;lt;/code&amp;gt;:&lt;br /&gt;
   training_list:&lt;br /&gt;
   - skill: &lt;br /&gt;
     - Targeted Magic&lt;br /&gt;
     start: 4&lt;br /&gt;
     scripts:&lt;br /&gt;
     - autocontingency Etreu 798&lt;br /&gt;
     - buff main&lt;br /&gt;
     - hunting-buddy&lt;br /&gt;
     - autocontingency invoke&lt;br /&gt;
     - safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== automap ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Mapping assistance script&lt;br /&gt;
|usage=Start from an already mapped room. Records the commands you type to move around and maps new rooms as it encounters them. Will update existing paths if traveling through previously mapped areas. Run the script to start recording, then kill it when finished. Do not use your typeahead lines when this is running or you will damage the map.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== autostart ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Advanced core lich autostart option - Please be sure you have read the earlier [[Lich_script_repository#Autostart|Autostart]] section explaining the different autostart options before reading this.&lt;br /&gt;
|usage=Often called &#039;&#039;other&#039;&#039; autostart, this script allows users to change to the way lich itself is loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THIS IS NOT A TRAINING SCRIPT.  EXTREMELY ADVANCED USERS ONLY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE THESE COMMANDS UNLESS YOU INTEND TO EDIT THE VERY FABRIC OF LICH BEHAVIOR.  BREAKAGE LIKELY!!  &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To autoload training scripts on startup such as roomnumbers or sanowret-crystal, please see the correct [[Lich_script_repository#autostart|autostart]] instructions at the top of this page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;autostart&amp;lt;/code&amp;gt; is part of core &#039;&#039;&#039;lich&#039;&#039;&#039;.  It should only be used for scripts that are also a part of core lich.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;e autostart&amp;lt;/code&amp;gt; is part of &#039;&#039;&#039;dependency&#039;&#039;&#039;, a lich script, which manages the start up process for scripts that make use of the dr-scripts github repository and common functions defined there. &lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;dependency&#039;&#039; autostart (the second one) for any script on this page. This means you should use &amp;lt;code&amp;gt;;e autostart &#039;scriptname&#039;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;e autostart(&#039;scriptname&#039;)&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;;autostart add scriptname&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If any of the scripts on this page are in &amp;lt;code&amp;gt;;autostart list&amp;lt;/code&amp;gt;, you should remove them. Try the command &amp;lt;code&amp;gt;;autostart help&amp;lt;/code&amp;gt; if you need help.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== avtalia ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Traders only.  When run, it watches cambrinth defined in avtalia_array:.  It maintains a running list of how much mana is in those cambrinth and allows it to be pulled by scripts like combat-trainer when mana is low.&lt;br /&gt;
|usage= Define a list of cambrinth as below:&lt;br /&gt;
  avtalia_array:&lt;br /&gt;
  - name: cambrinth bracer&lt;br /&gt;
    cap: 32&lt;br /&gt;
  - name: watersilk bag&lt;br /&gt;
    cap: 108&lt;br /&gt;
  - name: cambrinth anklet&lt;br /&gt;
    cap: 12&lt;br /&gt;
  - name: tattered robe&lt;br /&gt;
    cap: 50&lt;br /&gt;
  - name: cambrinth chains&lt;br /&gt;
    cap: 50&lt;br /&gt;
&lt;br /&gt;
Each entry must be unique, all cambrinth must be worn, you must have sufficient Arcana to charge and invoke accurately while worn, and you must not use your primary casting cambrinth you use for other spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=avtalia_array: defines the array of worn cambrinth.&lt;br /&gt;
|uservars=avtalia&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bankbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Have a character act as a banker&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bescort ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for navigating certain problematic areas like swamp mazes, the wilds, and some river swims. Mostly used by other scripts. Can also be used for astral traveling.&lt;br /&gt;
|usage= Start this script with no arguments to see a list of supported areas and destinations.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;citizenship&#039;&#039;: Set citizenship to &#039;Zoluren&#039; to skip a money check. Set to &#039;Ilithi&#039; to use the north, west, south gates of Shard&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== bolts ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Creates shaft, boltheads, and bolts all in one script. &lt;br /&gt;
Syntax: ;bolts type lumber yes&lt;br /&gt;
&lt;br /&gt;
* Examples: &lt;br /&gt;
 ;bolts drake-fang maple&lt;br /&gt;
 ;bolts drake-fang balsa yes&lt;br /&gt;
 ;bolts continue&lt;br /&gt;
&lt;br /&gt;
|args=type, lumber, tools, continue&lt;br /&gt;
|settings={{Lich setting|name=type|desc=The type of arrow you would like to make. The list is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 couger-claw &lt;br /&gt;
 boar-tusk &lt;br /&gt;
 sabertooth &lt;br /&gt;
 angiswaerd &lt;br /&gt;
 hele&#039;la &lt;br /&gt;
 basilisk &lt;br /&gt;
 elsralael &lt;br /&gt;
 soot-stained &lt;br /&gt;
 ice-adder &lt;br /&gt;
 jagged-horn &lt;br /&gt;
 drake-fang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}^{{Lich setting|name=lumber|desc=The type of lumber you would like to use. Maple is the default lumber. You can use all the lumber types at the Society store. You can also use your own as long as you have the lumber on you.}}^{{Lich setting|name=tools|desc=This setting is for retrieving and storing your tools at the Society. This setting is optional. &#039;&#039;&#039;tools&#039;&#039;&#039; is the setting.}}^{{Lich setting|name=continue|desc=Allows to continue crafting in the event something interrupted the process.}}&lt;br /&gt;
|uservars={{Lich setting|name=None|desc= }}&lt;br /&gt;
|children=go2, shape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== buff ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts waggle sets defined in your yaml. Casts the default: waggle set if no args are given.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
https://github.com/elanthia-online/dr-scripts/wiki/Waggle-Sets&lt;br /&gt;
&lt;br /&gt;
== burgle ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=[[Breaking and Entering]] - Used to train Thievery, Stealth, and depending on entry method, 1 of Athletics (rope) / Locksmithing(lockpick).   &#039;&#039;&#039;Extremely high fines if you are caught.  Be sure to read the [[Breaking and Entering]] page to understand how the system works prior to using this script.&#039;&#039;&#039;&lt;br /&gt;
|usage=Script can be started anywhere that can path the room you set in the settings.&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Turn on Burgle inside crossing_training. Attempts to use ;burgle during Athletics, Locksmithing, Thievery, or Stealth&lt;br /&gt;
# Uses burgle_settings for entry method then continues to alternate methods such as climbing, picking shop stealing, etc.&lt;br /&gt;
train_with_burgle: true&lt;br /&gt;
&lt;br /&gt;
#Plead guilty for lower fines if caught in normal justice.&lt;br /&gt;
guilty_plea: guilty&lt;br /&gt;
&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  room: nnn                                 # pick your own room, you should pick a room that no guard will &#039;&#039;ever&#039;&#039; enter.  Picking rooms guards can come to is a failure on setup, not the script.&lt;br /&gt;
  entry_type: lockpick                      # lockpick | rope | cycle | prioritylockpick | priorityrope&lt;br /&gt;
  max_priority_mindstate: 26                # only used if priority setting for entry_type is used.  Sets max mindstate value before switchover to other entry_method. Default: 26&lt;br /&gt;
  use_lockpick_ring: true                   # if you use a worn lockpick stacker&lt;br /&gt;
  lockpick_container: lockpick ring         # name of your lockpick stacker&lt;br /&gt;
  max_search_count: 2                       # max number of total searches to do including retries&lt;br /&gt;
  retry: false                              # retry if you don&#039;t find loot.  default: false&lt;br /&gt;
  loot: keep                                # drop | keep | bin | pawn   default: keep &lt;br /&gt;
  loot_container: duffel bag                # container to keep loot in while burglering&lt;br /&gt;
  safe_mode: true                           # stop searching and try to get out as quickly as possible when hearing footsteps.  Default: true&lt;br /&gt;
  room_blacklist:                           # array of rooms to ignore. Case sensitive.&lt;br /&gt;
  item_whitelist:     # array of **full item names** (adj + noun) of items to keep no matter what.  Case Sensitive.  Default: empty list&lt;br /&gt;
    - blunt-tipped arrows   # armory - non-lodging ammo&lt;br /&gt;
    - blunt-tipped bolts    # armory - non-lodging ammo&lt;br /&gt;
    - blunt stones          # armory - non-lodging ammo&lt;br /&gt;
    - keepsake box          # bedroom - limited use (35) locksmithing trainer&lt;br /&gt;
    # - mixing bowl           # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mixing stick          # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic mortar         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - rustic pestle         # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - mesh sieve            # kitchen - alchemy tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - butcher&#039;s knife       # kitchen - wrist worn &#039;belt&#039; knife&lt;br /&gt;
    - worn book             # library - scroll stacker (15 page, 10 copies per page)&lt;br /&gt;
    # - contract case         # library - Trader Jewelry&lt;br /&gt;
    # - dainty cowbell        # library - wrist worn weatherproof instrument&lt;br /&gt;
    # - writing quill         # library - writing instrument (ledgers, etc)&lt;br /&gt;
    # - thumb ring            # library - Trader Jewelry&lt;br /&gt;
    # - glass lens            # sanctum - minion identifier&lt;br /&gt;
    # - letter opener         # sanctum - belt worn belt knife&lt;br /&gt;
    - memory orb            # sanctum - random skill absorber&lt;br /&gt;
    # - crystal prism         # sanctum - divination tool&lt;br /&gt;
    # - celestial charts      # sanctum - divination tool&lt;br /&gt;
    # - tool case             # work room - belt worn lockspick stacker - 25 ct&lt;br /&gt;
    # - stirring rod          # work room - forging tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - carving knife         # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - wood shaper           # work room - shaping tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - metal rasp            # work room - shaping/carving tool: 12/12 MC. 11/18 durability, 5/11 speed&lt;br /&gt;
    # - imbuement rod         # work room - enchanting tool&lt;br /&gt;
    # - !ruby/regexp &#039;/\S+ fabric/&#039;  # Bedroom - illustrates REGEX syntax for items&lt;br /&gt;
  before:                                   # array of scripts to run, similar to hunting-buddy, before the burgle (will be called right before buffing)&lt;br /&gt;
    - yourscripthere with args here&lt;br /&gt;
  after:                                    # array of scripts to run, similar to hunting-buddy, after the burgle, (will be called right before script ends)&lt;br /&gt;
    - anotherscript here&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  burgle:&lt;br /&gt;
    - Silence&lt;br /&gt;
    - Hasten&lt;br /&gt;
    - Plunder&lt;br /&gt;
    - Slight&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=start|desc=Required to run the script.  Protects against accidental starting/typos.}}^{{Lich setting|name=entry|desc=Optional.  Override yaml setting for entry_type. Valid options are: lockpick, rope, cycle, prioritylockpick, priorityrope.}}^{{Lich setting|name=roomid|desc=Optional.  Override yaml setting for room to burgle from.}}^{{Lich setting|name=loot_type|desc=Optional.  Override yaml setting what to do with loot.  Items in your item_whitelist are always kept.  Valid options: drop, keep, pawn bin.}}^{{Lich setting|name=hometown|desc=Optional.  Override yaml hometown setting when using pawn or bin options.}}^{{Lich setting|name=follow|desc=Optional.  Puts brugle into group follow mode.  To be used when you&#039;ve already joined someone to do a group burglary.  This will buff, then hide if needed and then wait for the leader to burgle.  Will attempt to leave the group if you are following once in, to prevent getting lost.}}&lt;br /&gt;
|settings={{Lich setting|name=burgle_settings|desc=Hash of all the burgle settings}}^{{Lich setting|name=burgle_settings:room|desc=The Room id that burgle should be done in.  Guards should never come to this room, so pick carefully}}^{{Lich setting|name=burgle_settings:entry_type|desc=The type of entry - &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;  You must have a heavy rope if using &amp;lt;code&amp;gt;rope&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have a lockpick, or a worn lockpick stacker with lockpicks on it if using &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cycle&amp;lt;/code&amp;gt;.  You must have both if you are using the &amp;lt;code&amp;gt;prioritylockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;priorityrope&amp;lt;/code&amp;gt; settings.  the priority settings will use that entry method unless your mindstate is above the max value.}}^{{Lich setting|name=burgle_settings:max_priority_mindstate|desc=Tha maximum mindstate to use when using one of the priority entry settings, before switching to the other entry method.}}^{{Lich setting|name=burgle_settings:use_lockpick_ring|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;Check for a lockpick ring/stacker if using lockpick as entry_type. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:lockpick_container|desc=The name of your lockpick ring/stacker.}}^{{Lich setting|name=burgle_settings:max_search_count|desc=Limits the number of searches you do. Setting this too high will result in arrest, and large fine.  Start low and increase as needed.)}}^{{Lich setting|name=burgle_settings:retry|desc=Retry searches if you don&#039;t find loot.  &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:loot|desc=What to do with loot.  Supported options: &amp;lt;code&amp;gt;drop&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;keep&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;pawn&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt;.  Note that you will always attempt to store loot while in the house, to avoid problems inside with items with custom drop scripts.  &amp;lt;code&amp;gt;bin&amp;lt;/code&amp;gt; is only supported for thieves.}}^{{Lich setting|name=burgle_settings:loot_container|desc=Where to put loot while in the house.  This is required as the script will not attempt to drop loot in the house.}}^{{Lich setting|name=burgle_settings:safe_mode|desc=Stop searching and try to get out as quickly as possible when hearing footsteps. &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;}}^{{Lich setting|name=burgle_settings:room_blacklist|desc=List of room types (using Sentence Case) that you don&#039;t want to search for loot in.}}^{{Lich setting|name=burgle_settings:item_whitelist|desc=List of full item names (adj + noun) that you want to keep regardless of any other setting.}}^{{Lich setting|name=burgle_settings:before|desc=List of scripts you want to run before burglary.  This is run right before the waggle set.}}^{{Lich setting|name=burgle_settings:after|desc=List of scripts you want to run after burglary.  This is run right after the burglary before processing the loot.}}^{{Lich setting|name=waggle_sets[&#039;burgle&#039;]|desc=Optional. A waggle set called &#039;burgle&#039; to cast right before burglary.}}&lt;br /&gt;
|children=jail-buddy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-bead ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Automates the creation of a prayer bead, either from a held block or foraged and crafted block.&lt;br /&gt;
|usage= Run the script to create a prayer bead based on config information. If started while holding a block, will use that block, otherwise forages and creates one. Will use primer if configured, but not buy you one.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Optional. Forces script into debug mode}}^{{Lich setting|name=primer|desc=Optional.  Override yaml setting for primer use.}}^{{Lich setting|name=aspect|desc=Optional.  Override yaml setting for animal to carve.}}^{{Lich setting|name=help|desc=Optional. Displays usage information and exits}}&lt;br /&gt;
|settings={{Lich setting|name=carve-bead|desc=Main setting block which holds the other settings.}}^{{Lich setting|name=carve-bead:debug|desc=Turns on debug logging}}^{{Lich setting|name=carve-bead:primer|desc=True/False for if a primer should be used. Defaults to false.}}^{{Lich setting|name=carve-bead:knife-adjective|desc=Optional. Adjective for the knife to use for carving, if not &#039;carving&#039;.}}^{{Lich setting|name=theurgy_supply_container|desc=}}^{{Lich setting|name=immortal_aspect|desc=}}^{{Lich setting|name=crafting_container|desc=}}^{{Lich setting|name=crafting_items_in_container|desc=}}^{{Lich setting|name=engineering_belt|desc=}}^{{Lich setting|name=water_holder|desc=}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== carve-lockpicks ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Carves lockpicks from keyblanks on your person, then puts those lockpicks on rings.&lt;br /&gt;
|usage= Store the keyblank pockets in any open container. Designate via yaml settings below a bag for your grandmaster&#039;s picks, master&#039;s picks, and anything less than master&#039;s (professional, ordinary, etc). Place rings for each type(master/grandmaster) in the same bag you designate for the completed picks.&lt;br /&gt;
|args= &amp;lt;code&amp;gt;;carve-lockpicks ring&amp;lt;/code&amp;gt;&lt;br /&gt;
*Put completed batches of lockpicks on rings, need rings in the same bag as the lockpicks (grands rings in grands bag). Not necessary if you have the yaml setting true below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_last&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays most recent percentage of grandmaster to master picks carved from last run&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_all&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays overall percentage of grandmaster to master picks carved from all runs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks ratio_reset&amp;lt;/code&amp;gt;&lt;br /&gt;
*Delete all past recorded carving projects data&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;carve-lockpicks help&amp;lt;/code&amp;gt;&lt;br /&gt;
*Displays the above messages&lt;br /&gt;
|settings=&lt;br /&gt;
^Settings below are required to use the script, defaults are NOT in base:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
lockpick_carve_settings:&lt;br /&gt;
      grand_container: #bag for complete grandmaster&#039;s lockpicks&lt;br /&gt;
      master_container: #bag for completed master&#039;s lockpicks&lt;br /&gt;
      trash_container: #bag for anything less than master/grandmaster&lt;br /&gt;
      initial_grand: #true/false as to whether to initial your grandmasters&#039; lockpicks&lt;br /&gt;
      full_rings_container: #bag for full rings, can&#039;t be either grand/master bag&lt;br /&gt;
      ring_picks: #true/false as a default to put carved picks on rings&lt;br /&gt;
      carve_past_ring_capacity: #true/false to continue carving after you&#039;ve run out of lockpick rings&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=UserVars.grands_ratio|desc=Stores ratio of grandmaster&#039;s picks carved to master&#039;s picks for parsing.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cast ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automates command line casting.&lt;br /&gt;
|usage=Review lich code.  User guide and extensive documentation in header comments.  Methods to run script; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;cast abbrev [total_mana] [target] [-charge=??] [-prep_time=??] [-runestone=??] [-symbiosis] [-force] [-wait] [-MODE] [-debug]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=abbrev|desc=Spell name, abbreviation, or alias to cast}}^{{Lich setting|name=target|desc=What target to CAST at}}^{{Lich setting|name=-charge=??|desc=Number of charges OR budget in seconds for charging}}^{{Lich setting|name=-prep_time=??|desc=How many seconds to prep before casting}}^{{Lich setting|name=-runestone=??|desc=Invoke this runestone (or similar item) to prep}}^{{Lich setting|name=-symbiosis|desc=Prepare (or not) with your currently studied symbiosis}}^{{Lich setting|name=-force|desc=Force the cast even if checks should prevent it }}^{{Lich setting|name=-wait|desc=If below attune/conc/fatigue thresholds, wait to cast}}^{{Lich setting|name=-MODE|desc=Options: -save[=??], -test, -clear, -yaml (see documentation)}}^{{Lich setting|name=-debug|desc=Output debug messages}}&lt;br /&gt;
|settings={{Lich setting|name=ritual_focus|desc=Focus to use for ritual spells. Won&#039;t cast rituals without.}}^{{Lich setting|name=prep_scaling_factor|desc=Number from 0-1 to multiply by discerned max prep.}}^{{Lich setting|name=cambrinth_num_charges|desc=Default number of camb charges if not specified.}}^{{Lich setting|name= cast_attunement_threshold|desc=Don&#039;t cast unless attunement is above this}}^{{Lich setting|name=cast_concentration_threshold|desc=Don&#039;t cast unless concentration is above this}}^{{Lich setting|name=cast_fatigue_threshold|desc=Don&#039;t cast unless fatigue is above this}}^{{Lich setting|name=cast_threshold_delay|desc=How many seconds between checks when waiting}}^{{Lich setting|name=cambrinth_items|desc=An array of cambrinth items, each with:}}^{{Lich setting|name=cambrinth_items.name|desc=Adjective + noun of the item}}^{{Lich setting|name=cambrinth_items.cap|desc=Mana capacity&lt;br /&gt;
}}^{{Lich setting|name=cambrinth_items.stored|desc=True: must be held, false: worn}}^{{Lich setting|name=cambrinth|desc=Adjective + noun of single camb item}}^{{Lich setting|name=cambrinth_cap|desc=Mana capacity}}^{{Lich setting&lt;br /&gt;
|name=stored_cambrinth|desc=True: must be held, false: worn}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-elemental-charge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges elemental charge for warrior mages to the level specified, defaults to level 6: &amp;quot;A charge circulates through your body, causing a low hum to vibrate through your bones.&amp;quot;&lt;br /&gt;
|usage= Run it as an independent script, or place it in T2 before a hunt to ensure proper charge level for pathways and summoning training&lt;br /&gt;
|settings={{Lich setting|name=elemental_charge_room|desc=Setting to determine what room to go to to charge.}}^{{Lich setting|name=elemental_charge_minimum|desc=The minimum level to charge the elemental charge to.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== charge-holy-weapon ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Charges holy weapon if below 200 estimated remaining uses. Usable in Crossing or Shard Chadatru temples, or in a player-specified room using a holy icon. There is a large cooldown, and if too low circle &amp;amp; charisma, this could be bad. Best used independently on lower circle Paladins.&lt;br /&gt;
|usage= Run it as a before or after within training manager, as a normal part of T2&#039;s system, or as an independent script.&lt;br /&gt;
|settings={{Lich setting|name=holy_weapon|desc=Main setting which holds the other settings.}}^{{Lich setting|name=holy_weapon:weapon_name|desc=Name of the holy weapon, MUST match gear setting entry exactly.}}^{{Lich setting|name=holy_weapon:icon_name|desc=Name of the icon to use for the ritual.}}^{{Lich setting|name=holy_weapon:icon_container|desc=Name of the container which holds the icon, optional.}}^{{Lich setting|name=holy_weapon:icon_room|desc=Room number to use for the icon ritual.}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== chop-wood ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Chops trees in a room while watching for danger&lt;br /&gt;
|usage= Watches and chops out your current room, stowing or deeding anything in your tree list. Will run to a healer if injured.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== circlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Circle check tells you how far you are from your next or target circle.&lt;br /&gt;
|usage=&lt;br /&gt;
Display circle progress:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display only skills needed for the next circle:&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck short&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck brief&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck next&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display progress towards circle 35&lt;br /&gt;
* &amp;lt;code&amp;gt;;circlecheck 35&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}^{{Lich setting|name=short|desc=Uses short output mode, aliases brief, next}}^{{Lich setting|name=target|desc=Display progress towards target circle.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== cleric-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatically does cleric quests you are eligible for. Currently does tamsine, eluned, eluned2, kertigen, hodiera, meraud, and glythtide commune quests if you are the right level.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== coordinator ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Training manager script&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== combat-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Train combat skills in your current room.&lt;br /&gt;
|usage= Trains combat skills in your current room, maintains listed buffs, uses TM/debil as specified, trains certain non combat actions on timers. Skins, loots.&lt;br /&gt;
|args={{Lich setting|name=d#|desc=Dance threshold, keep N mobs alive to train defenses against, where dN is the provided argument.}}^{{Lich setting|name=r#|desc=Retreat threshold, stay at missile range when N mobs are present and use ranged combat options, where rN is the provided argument.}}^{{Lich setting|name=construct|desc=overrides empath non attack settings.}}^{{Lich setting|name=debug|desc=Enables debug mode.}}^{{Lich setting|name=custom|desc= Extra arguments will be used to load in extra yaml files. &amp;lt;code&amp;gt;;combat-trainer back&amp;lt;/code&amp;gt; would load in &amp;lt;code&amp;gt;YourName-back.yaml&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
|settings={{Lich setting|name=aiming_trainables|desc=Lets you train weapons in the offhand while aiming crossbows, slings, and bows. The weapon must be usable in the offhand for attacking/throwing, swappables are supported. Large weapons require weapons prime, and other conditions need to be met, etc. It works in conjunction with the settings attack_overrides (hurl/invoke supported) and using_light_crossbow.}}^{{Lich setting|name=using_light_crossbow|desc=Lets you designate that your Crossbow is light, this enables swinging attack options with aiming_trainables.}}^{{Lich setting|name=storage_containers|desc=List of containers to make sure are open before starting hunting.}}^{{Lich setting|name=dance_threshold|desc=Same as d# argument.}}^{{Lich setting|name=retreat_threshold|desc=Same as r# argument.}}^{{Lich setting|name=dance_skill|desc=Weapon skill to have active when dancing with enemies, ideally allows parry. Note this is the SKILL not the weapon.}}^{{Lich setting|name=combat_trainer_action_count|desc=Cycles to next weapon after specified number of actions (generally offensive actions).}}^{{Lich setting|name=combat_trainer_target_increment|desc=Number of mind states of exp to get before cycling weapons.}}^{{Lich setting|name=weapon_training|desc=Hash of weapon skills to the weapon names that you use to train that skill. Brawling should map to an empty string. This controls what weapons are cycled through for training.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:skip_repair|desc=true if you want to skip repairing this item.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}^{{Lich setting|name=gear_sets:standard|desc=A list of ADJ NAME for each item that should show up in INV COMBAT when you&#039;re ready for combat. If it shows up in inv combat it must be here. This gear set will be equipped at the start of combat.}}^{{Lich setting|name=summoned_weapons|desc=List of summoned weapons/moonblades.}}^{{Lich setting|name=summoned_weapons:name|desc=The skill to make a summoned weapon for.}}^{{Lich setting|name=summoned_weapons:turn|desc= true to turn the summoned weapon}}^{{Lich setting|name=summoned_weapons:pull|desc=true to pull the summoned weapon}}^{{Lich setting|name=summoned_weapons:push|desc=true to pull the summoned weapon.}}^{{Lich setting|name=summoned_weapons_element|desc=Element to summon your weapon as, defaults to stone.}}^{{Lich setting|name=summoned_weapons_ingot|desc=noun of ingot to use for rare metal summoning.}}^{{Lich setting|name=stances|desc=Used to override defense selection for a given weapon skill, normally used to prevent parrying with ranged weapons or offhand. See base.yaml for usage.}}^{{Lich setting|name=use_stealth_attacks|desc=true to attempt to hide before attacking to use ambush/poach while stealth skill is not mindlocked. This will also attempt to hide before casting Vivisection.}}^{{Lich setting|name=ambush|desc=true to use stealth attacks to train backstab. Should only use either ambush or backstab flags at one time}}^{{Lich setting|name=ambush_location|desc=Set the ambush target for better backstab training for thieves.}}^{{Lich setting|name=backstab|desc=Valid settings are &#039;Small Edged&#039;, &#039;Offhand Weapon&#039; or both. This will attack with either backstab or backstab left for the chosen skill. Ensure you have a suitable weapon for backstabbing setup in your &#039;weapon_training:&#039; section for the desired weapon skill(s). This defaults to ambush if the mob can&#039;t be backstabbed.}}^{{Lich setting|name=charged_maneuvers|desc=Hash of charged maneuvers to use for each weapon skill.}}^{{Lich setting|name=fatigue_regen_threshold|desc=Will use bob instead of an attack when fatigue drops below this.}}^{{Lich setting|name=aim_fillers|desc=list of actions to take to fill time while aiming.}}^{{Lich setting|name=aim_fillers_stealth|desc=Used in place of aim fillers if stealth experience is not capped.}}^{{Lich setting|name=dance_actions|desc=List of actions to take while dancing with enemies.}}^{{Lich setting|name=dance_actions_stealth|desc=Used in place of dance actions while stealth is not capped.}}^{{Lich setting|name=ignored_npcs|desc=List of npc names to ignore, used to keep combat from trying to count/interact with pets, familiars, and roaming npcs. This is the single noun that identifies them, bear, warrior, Brokk. Currently caps sensitive.}}^{{Lich setting|name=stance_override|desc=remove custom stance logic and simply set stance to provided string. E.g. 100 80 0}}^{{Lich setting|name=skinning|desc=Hash of skinning related settings.}}^{{Lich setting|name=skinning:skin|desc=true to skin kills.}}^{{Lich setting|name=skinning:arrange_all|desc=true if you can use the arrange ALL command.}}^{{Lich setting|name=skinning:arrange_count|desc=Number of times to arrange}}^{{Lich setting|name=skinning:arrange_types|desc=Hash of creature noun to the type of arranging to do, eg rat:part. All arranging defaults to skin.}}^{{Lich setting|name=skinning:tie_bundle|desc=true to tie your bundles up to reduce weight and item count.}}^{{Lich setting|name=lootables|desc=Base list of nouns to loot, the noun must be at the end of the object name and not part of another word. Changes to this are better made through loot_additions and loot_subtractions. Pearl would loot &amp;quot;a tiny yellow pearl&amp;quot; but not &amp;quot;a pearl studded coat&amp;quot; nor would rock cause you to loot &amp;quot;a large crock&amp;quot;.}}^{{Lich setting|name=loot_additions|desc=List of nouns to add into the base loot list, a common example is box nouns.}}^{{Lich setting|name=loot_subtractions|desc=List of things to remove from your looting list, for example ammunition you don&#039;t use.}}^{{Lich setting|name=thanatology|desc=Necromancer related settings, only partially implemented.}}^{{Lich setting|name=thanatology:heal|desc=If true, use necromancer-specific healing rituals and spells.}}^{{Lich setting|name=thanatology:ritual_type|desc=Name of the ritual to perform, i.e dissect}}^{{Lich setting|name=spare_gem_pouch_container|desc=Container that holds your spare gem pouch should your equipped one become full.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective your gem pouch responds too.}}^{{Lich setting|name=buff_spells|desc=Hash of buff spells to maintain on you while hunting, the key to the hash must match the spells name exactly e.g buff_spells:See the Wind. Will generally cast buffs in the order listed here.}}^{{Lich setting|name=buff_spells:Spell Name:abbrev|desc=Abbreviation to use for prepping the spell.}}^{{Lich setting|name=buff_spells:Spell Name:recast|desc=Remaining duration in minutes on a buff to trigger a recasting. -1 will wait until the spell falls off.}}^{{Lich setting|name=buff_spells:Spell Name:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=buff_spells:Spell Name:expire|desc=A string that when seen will trigger this spell to be recast}}^{{Lich setting|name=buff_spells:Spell Name:mana|desc=Amount of mana to prep the spell with.}}^{{Lich setting|name=buff_spells:Spell Name:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=buff_spells:Spell Name:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=buff_spells:Spell Name:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:before:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=buff_spells:Spell Name:after:message|desc=The message to send to the game.}}^{{Lich setting|name=buff_spells:Spell Name:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=buff_spells:Spell Name:moon|desc=true if spell requires a moon to cast.}}^{{Lich setting|name=buff_nonspells|desc=Nonspell buffs. Each has the format &amp;quot;action: timer&amp;quot;, where &#039;action&#039; will be output to the game every &#039;timer&#039; number seconds.}}^{{Lich setting|name=buff_nonspells:barb_buffs|desc=Specific subsection for barbarian buffs. These require no timer, instead they trigger off of expiration and activation messaging. List by buff name, i.e. &amp;quot;Python&amp;quot;, capitalization required.}}^{{Lich setting|name=buff_nonspells:khri|desc=Specfic sub section for Thief Khri. These require no timer. List skill by name. Capitalization not required.}}^{{Lich setting|name=offensive_spells|desc=TM and Debil spells to use. Debil spells will be recast when a mob dies or the expiration message is seen.}}^{{Lich setting|name=offensive_spells:skill|desc=Targeted Magic or Debilitation.}}^{{Lich setting|name=offensive_spells:abbrev|desc=Abbreviation used for preparing the spell.}}^{{Lich setting|name=offensive_spells:recast_every|desc=Number of seconds to wait between recasts of this spell, for spells that recast or expire messages don&#039;t make sense.}}^{{Lich setting|name=offensive_spells:expire|desc=String that will trigger a recast of the spell when seen.}}^{{Lich setting|name=offensive_spells:mana|desc=Amount of mana to prep the spell with}}^{{Lich setting|name=offensive_spells:cambrinth|desc=List of charges to put into cambrinth, will use worn cambrinth that can&#039;t be charged worn, however don&#039;t list more than two charges or strange things can happen.}}^{{Lich setting|name=offensive_spells:prep_time|desc=Time in seconds to wait before trying to cast the spell, optional, if not present waits until full prep.}}^{{Lich setting|name=offensive_spells:before|desc=A custom action to take immediately before casting the spell.}}^{{Lich setting|name=offensive_spells:before:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:before:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:after|desc=A custom action to take immediately after casting the spell.}}^{{Lich setting|name=offensive_spells:after:message|desc=The message to send to the game.}}^{{Lich setting|name=offensive_spells:after:matches|desc=List of strings that are possible responses for the message.}}^{{Lich setting|name=offensive_spells:tattoo_tm|desc=Will tell the system to target the invoked tattoo spell, if it&#039;s Targeted Magic.}}^{{Lich setting|name=cambrinth|desc=Cambrinth item to charge for casting.}}^{{Lich setting|name=cast_messages|desc=Casting messages, if we&#039;re missing your custom message let us know!}}^{{Lich setting|name=prep_messages|desc=Spell Prep messages, see cast_messages.}}^{{Lich setting|name=empath_healing|desc=a VH entry here will control the mana used when vit drops. List of values is prep followed by cambrinth charges.}}^{{Lich setting|name=osrel_amount|desc=Amount to infuse into OM each try.}}^{{Lich setting|name=osrel_no_harness|desc=true if you don&#039;t need to harness before infusing.}}^{{Lich setting|name=kneel_khri|desc=true if you have to kneel to activate khri.}}^{{Lich setting|name=khri_preps|desc=Khri activation messages, let us know if yours is missing.}}^{{Lich setting|name=manipulate_threshold|desc=Number of enemies before attempting to manipulate.}}^{{Lich setting|name=training_abilities|desc=Special one off trainers during combat. Hash is training type keyed to cooldown in seconds.}}^{{Lich setting|name=training_abilities:PercMana|desc=Moon mage attunement training, retreats first.}}^{{Lich setting|name=training_abilities:Perc|desc=Attunement training with perc.}}^{{Lich setting|name=training_abilities:Perc Health|desc=Empathy training with perc heal.}}^{{Lich setting|name=training_abilities:Astro|desc=Predict weather for astrology training.}}^{{Lich setting|name=training_abilities:App|desc=Train appraisal by appraising enemies. Requires Approx 100 ranks for learning.}}^{{Lich setting|name=training_abilities:App Quick|desc=See above.}}^{{Lich setting|name=training_abilities:App Careful|desc=See above.}}^{{Lich setting|name=training_abilities:Locks|desc=Train locksmithing by picking pet boxes in combat.}}^{{Lich setting|name=training_abilities:Tactics|desc=Train tactics with weave, bob, and circle.}}^{{Lich setting|name=training_abilities:Analyze|desc=Train tactics by analyzing your opponent.}}^{{Lich setting|name=training_abilities:Hunt|desc=Train perception and possibly scouting with the hunt command.}}^{{Lich setting|name=training_abilities:Pray|desc=Pray to an immortal for theurgy.}}^{{Lich setting|name=training_abilities:Meraud|desc=Maintains the Meraud Commune.}}^{{Lich setting|name=training_abilities:Scream|desc=Train bardic lore with scream conc.}}^{{Lich setting|name=training_abilities:Stealth|desc=Train stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Ret Stealth|desc=Retreat before stealth with hiding and stalking.}}^{{Lich setting|name=training_abilities:Teach|desc=Teach hunting_buddies if there are any in the room on this timer.}}^{{Lich setting|name=training_abilities:Recall|desc=Uses &#039;recall&#039; on a mob in the room, which trains Scholarship}}^{{Lich setting|name=training_abilities:Khri Prowess|desc=Trains Debilitation with Khri Prowess.}}^{{Lich setting|name=training_abilities:Berserk Avalanche|desc=Trains Utility with Berserk Avalanche.}}^{{Lich setting|name=training_abilities:Berserk Landslide|desc=Trains Warding with Berserk Landslide.}}^{{Lich setting|name=training_abilities:Ambush Stun|desc=Uses settings stun_weapon, stun_weapon_skill and stun_skill}}^{{Lich setting|name=stun_weapon|desc=The weapon you want to use to Ambush Stun. IE club or broadsword}}^{{Lich setting|name=stun_weapon_skill|desc=The skill that stun_weapon trains or you would like to swap it to train IE Small Blunt or Large Edged}}^{{Lich setting|name=stun_skill|desc=Set to either Backstab or Debilitation for the skill to watch while using Ambush Stun}}^{{Lich setting|name=fatigue_regen_action|desc=Action to take when low on fatigue.}}^{{Lich setting|name=dual_load|desc=true if you&#039;re capable of dual load}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}^{{Lich setting|name=cycle_armors|desc=List of armor types and corresponding items from gear to rotate for training purposes}}^{{Lich setting|name=whirlwind_trainables|desc=Barb specific section for telling the combat-trainer which weapon skills you want to train with whirlwind. It requires one-handed templates, doesn&#039;t support two handed weapons, and will use the weapon listed under weapon_training.}}^{{Lich setting|name=barb_famine_healing|desc=Barb specific section for automatic usage of Berserk Famine when low health. Has two settings listed below as well as knowledge of Berserk Famine as requirements.}}^{{Lich setting|name=barb_famine_healing:health_threshold:|desc=Famine will be used when below this threshold.}}^{{Lich setting|name=barb_famine_healing:inner_fire_threshold|desc=Will not use Berserk Famine unless above this threshold.}}^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=hide_type|desc=Value of &amp;quot;stalk&amp;quot; changes hide type to &amp;quot;slip stalk&amp;quot;. This will perform the command &amp;quot;stalk&amp;quot; instead of &amp;quot;hide&amp;quot; which activates &amp;quot;slip stalk&amp;quot;. &amp;quot;Slip stalk&amp;quot; is only available for a number of professions and must be learned. Default value: hide. Uses hide as normal.}}^{{Lich setting|name=force_unhide|desc=Value of true will always unhide after hiding via Stealth timer under training_abilities:.}}^{{Lich setting|name=dont_stalk|desc=Value of true prevents stalk usage after hiding when hiding via Stealth timer under training_abilities:. Default value is false.}}&lt;br /&gt;
|uservars={{Lich setting|name=combat_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== corn-maze ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs the Hollow Eve corn maze.&lt;br /&gt;
|usage=Run inside the large-form corn maze, anywhere in the starting &#039;labyrinth&#039; or entrance area. This does NOT work with the single-task versions. The script will finish any pre-existing corn-maze task, then search the maze for incidental loot.  Make sure to allow ten minutes between runs for the loot to respawn. &lt;br /&gt;
|args={{Lich setting|name=noloot|desc=Run as normal, but only pick up free corn maze passes from the incidentals.}}^{{Lich setting|name=restart|desc=Run as normal, but skip incidental looting entirely. Useful if you already looted this run and needed to restart the script for some reason.}}^{{Lich setting|name=manual|desc=Replaces loot-corn-maze.lic.  Control your run manually. Pick up and complete tasks on your own. This will sit in the background, and search and loot any incidental objects you come across automatically.}}^{{Lich setting|name=short|desc=Runs the fast 10-task challenge for the harried Halfling.}}&lt;br /&gt;
|settings={{Lich setting|name=maze_junk|desc=What to throw away during incidental looting. See defaults in base.yaml, and copy to your setup yaml to change them. }}^{{Lich setting|name=cornmaze_containers|desc=A list of bags to try and put incidental loot into, top ones first. If all of them are full it&#039;ll try and STOW the item, and if that fails it&#039;ll drop it. By default, no bags listed. &lt;br /&gt;
&lt;br /&gt;
 cornmaze_containers:&lt;br /&gt;
   - backpack&lt;br /&gt;
   - rucksack&lt;br /&gt;
   - satchel&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== craft ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts one item.&lt;br /&gt;
|args={{Lich setting|name=outfitting|desc=Knit.}}^{{Lich setting|name=forging|desc=Forge a Blacksmithing item.}}^{{Lich setting|name=engineering|desc=Shape one item.}}&lt;br /&gt;
|settings={{Lich setting|name=yarn_quantity|desc=How much yarn to keep on hand for knitting, defaults to 100.}}^{{Lich setting|name=craft_max_mindstate|desc=What mindstate to make running the script a noop. Defaults to 31}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-repair ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Repair items in your gear list. &lt;br /&gt;
|usage=Originally intended to be used in [[RanikMap1|The Crossing]]. The script now works outside [[RanikMap1|The Crossing]] with hometown set to: [[RanikMap30|Riverhaven]], [[RanikMap42|Therenborough]], [[RanikMap67|Shard]], [[RanikMap99|Aesry]], [[RanikMap107|Mer&#039;Kresh]], [[RanikMap117|Hibarnhvidar]], [[RanikMap121|Boar Clan]], [[RanikMap150|Fang Cove]], [[RanikMap47|Muspar&#039;i]], [[RanikMap106|Hara&#039;jaal]], [[RanikMap61|Leth Deriel]], [[RanikMap34a|Rossman&#039;s Landing]], [[RanikMap40|Langenfirth]], or [[RanikMap90|Ratha]]&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=repair_withdrawal_amount|desc=Amount in coppers to withdraw to cover repairs.}}^{{Lich setting|name=gear|desc=List of gear that will be used in this script. Armor and Weapons.}}^{{Lich setting|name=gear:name|desc=Noun of the item.}}^{{Lich setting|name=gear:hinders_lockpicking|desc=true if should be removed for lockpicking.}}^{{Lich setting|name=gear:is_worn|desc=true if the item is worn such as armor, shields, wearable weapons.}}^{{Lich setting|name=gear:swappable|desc=true if this is a swappable weapon.}}^{{Lich setting|name=gear:tie_to|desc=This is the name of what this weapon is tied to, e.g toolstrap.}}^{{Lich setting|name=gear:adjective|desc=Used to differentiate items with the same name, if TAP ADJECTIVE NAME doesn&#039;t work then these settings are wrong.}}^{{Lich setting|name=gear:bound|desc=true if the item bonded for hurl/invoke.}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_repair_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crossing-training ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains non-combat skills. Despite the name, crossing-trainer this works in other towns using the hometown setting. &lt;br /&gt;
|usage= Cycles through skills training the lowest one in field experience at the time.&lt;br /&gt;
&lt;br /&gt;
Skills that can be trained: Appraisal, Athletics, Astrology, Attunement, Augmentation, Warding, Utility, Debilitation, Empathy, Engineering, First Aid, Forging, Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting, Perception, Performance, Scholarship, Scouting, Sorcery, Stealth, Summoning, Theurgy, Thievery, Trading.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following skills can be trained only via research: Arcana, Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=train_with_burgle|desc=Set true to turn on burgle for locksmithing, thievery, stealth, and/or athletics. Needs burgle_settings:.}}^{{Lich setting|name=classes_to_teach|desc=List of subjects to teach people in your safe room}}^{{Lich setting|name=climbing_target|desc=Object to practice climbing on. Setting this causes you to climb practice during athletics training. Look in base-athletics for a list of climbing targets.}}^{{Lich setting|name=use_research|desc=Whether or not to use research when training magic skills. Requires train_with_spells to be true.}}^{{Lich setting|name=outdoor_room|desc=Used for spells requiring moons.}}^{{Lich setting|name=perform_options|desc=List in base-perform.yaml of playstyles sorted by difficulty.}}^{{Lich setting|name=storage_containers|desc=A list of containers to open before starting training.}}^{{Lich setting|name=crossing_training_requires_movement|desc=Skills which require movement as part of their training. This is used to avoid spamming the safe room with repeated entry/exit messages.}}^{{Lich setting|name=trash_nouns|desc=Nouns that can be thrown away without warning}}^{{Lich setting|name=crossing_training|desc=List of skills to train. Supported Skills - Appraisal (requires zills), Athletics, Arcana/Primary Magic(requires research enabled), Astrology, Attunement, Augmentation, Warding, Utilty, Debilitation(barb only?), Empathy, Engineering(workorders), First Aid (needs compendium), Forging (workorders or raw smithing), Locksmithing, Mechanical Lore, Outdoorsmanship, Outfitting(workorders or knitting), Perception, Performance(zills), Scholarship(blacksmithing book), Scouting(enough ranks for trails), Sorcery, Stealth (low ranks only), Summoning, Theurgy(see theurgy script), Thievery, Trading(workorders).}}^{{Lich setting|name=safe_room|desc=Room Id where you do any stationary training and listen for classes.}}^{{Lich setting|name=exit_on_skills_capped|desc=Whether or not to exit the game when all skills are locked}}^{{Lich setting|name=crossing_training_sorcery_room|desc=The room to use when training sorcery. MAKE SURE THIS ROOM IS LAWLESS by typing &#039;justice&#039;.}}^{{Lich setting|name=crossing_training_sorcery|desc=Action to take when training sorcery}}^{{Lich setting|name=listen|desc=Whether or not you should attempt to listen to classes while training}}^{{Lich setting|name=train_with_spells|desc=}}^{{Lich setting|name=cyclic_training_spells|desc=Cyclic Spells to use when training.}}^{{Lich setting|name=cyclic_cycle_skills|desc=Skills to train with cyclic spells during crossing-training.}}^{{Lich setting|name=training_spells|desc=Spells to use when training magic skills. TODO: Make this its own page.}}^{{Lich setting|name=research_skills|desc=}}^{{Lich setting|name=exp_timers|desc=Cooldown timers between attempts to train a given skill}}^{{Lich setting|name=training_nonspells|desc=}}^{{Lich setting|name=kneel_khri|desc=}}^{{Lich setting|name=khri_preps|desc=If you use Khri for training, make sure their prep messages are recorded here}}^{{Lich setting|name=prep_scaling_factor|desc=This scaling factor is multiplied by your discerned max mana for a spell. The mana to be removed is rounded up, so anything &amp;lt; 1.0 will always result in at least one mana removed.}}^{{Lich setting|name=cambrinth_cap|desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=osrel_amount|desc=}}^{{Lich setting|name=osrel_no_harness|desc=}}^{{Lich setting|name=held_cambrinth|desc=Whether or not you need to hold your cambrinth to charge it}}^{{Lich setting|name=stored_cambrinth |desc=Whether or not your cambrinth item is stored (false indicates worn)}}^{{Lich setting|name=cambrinth|desc=The noun for the cambrinth you use. Multiple cambrinth is not yet supported.}}^{{Lich setting|name=prep_messages|desc=If you cast spells for training, make sure their prep messages are recorded here}}^{{Lich setting|name=cambrinth_cap |desc=The maximum amount of mana your cambrinth can hold}}^{{Lich setting|name=forage_item|desc=}}^{{Lich setting|name=hand_armor|desc=Noun of any armor that needs to be removed when braiding}}^{{Lich setting|name=braid_item|desc=}}^{{Lich setting|name=athletics_options|desc=}}^{{Lich setting|name=trail_override|desc=}}^{{Lich setting|name=art_options|desc=}}^{{Lich setting|name=train_workorders|desc=Disciplines to train via workorders when training that skill}}^{{Lich setting|name=work_order_disciplines|desc=Disciplines to train via workorders when training Trading}}^{{Lich setting|name=tithe|desc=Whether or not to tithe (two boxes are supported), with a cooldown of 4 hours}}^{{Lich setting|name=cleaning_cloth|desc=The type of cleaning cloth to use when zills are dirty}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}} ^{{Lich setting|name=wield|desc=Set to true or false; If true, then it wields and sheaths your weapon. This is very useful if you have weapons in different containers. With this set to true on each weapon (e.g. :wield: true  in your gear settings), it will return them back from where they came with the wield and sheath commands.}}^{{Lich setting|name=dedicated_camb_use|desc=Set to &#039;cyclic&#039; or &#039;spell&#039; with respect to the magical feat}}&lt;br /&gt;
|uservars={{Lich setting|name=crossing_trainer_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=attunement, pick, sell-loot, theurgy, safe-room, workorders, sew, smith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== crowns ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game dice/crowns.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dice_bet_amount|desc=Put this in your yaml and set to some whole number, like dice_bet_amount: 10.}}^{{Lich setting|name=dice_money_on_hand|desc=How much money to withdraw from the bank.}}^{{Lich setting|name=dice_withdraw|desc=Withdraw money from the bank setting.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== dusk-labyrinth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Searches for pets, bloodscrip, and loot in [[Drathrok%27s_Duskruin#Labyrinth|Duskruin Labyrinth]].&lt;br /&gt;
|usage=Configure your settings, enter the labyrinth, then start the script. The script will wait for messaging about a critter scurrying about and either try to catch it or move to another room. If no pet has been found by the 5 minute warning then it begins to search each room to collect bloodscrip and incidentals.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|settings={{Lich setting|name=duskruin:labyrinth:pet_noun|desc=(required) Kind of pet searching for, such as &#039;&#039;&#039;monkey&#039;&#039;&#039; or &#039;&#039;&#039;rat&#039;&#039;&#039;.}}^{{Lich setting|name=duskruin:labyrinth:loot_container|desc=(optional) Which container to put the bloodscrip and items you find when searching. If not specified then relies on {{com|STOW}} left/right.}}^{{Lich setting|name=duskruin:labyrinth:redeem_scrip|desc=(optional) Set to &#039;&#039;&#039;true&#039;&#039;&#039; to auto redeem any found bloodscrip. Default is &#039;&#039;false&#039;&#039;.}}&lt;br /&gt;
|uservars={{Lich setting|name=dusk_labyrinth_debug|desc=(optional) Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== echo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== edityaml ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== empathylink ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Will link to your hunting_buddies while in combat running combat-trainer. Will attempt to link with Hodierna, if known, or Unity if not.&lt;br /&gt;
|usage=Start the script in your autostarts or manually start with ;empathylink when you want to use. Script is meant to run in the background.&lt;br /&gt;
&lt;br /&gt;
In your yaml put the following to never heal these people (replace the example names with yours):&lt;br /&gt;
 &lt;br /&gt;
 noheal_empathylink:&lt;br /&gt;
  - Bob&lt;br /&gt;
  - Joe&lt;br /&gt;
  - Jill&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=has_hodierna|desc=Set to true in your yaml to use Hodierna link.}}^{{Lich setting|name=noheal_empathylink|desc=List of names you never want to heal even if in hunting_buddies list. This setting is in this script.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== equipmanager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=equipmanager_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== expreset ==&lt;br /&gt;
Resets your EXP window in Wrayth. This is useful for removing erroneous game output that gets &#039;stuck&#039; in your exp window (usually during connection).&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faux-atmo ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Bring your verby items to life! Turn toys and items with fun verbs into [[Atmospheric_item|atmospherics]] by periodically performing a random verb on a random item based on your settings.&lt;br /&gt;
|usage=Configure which items and verbs you want to periodically do then start the script. It runs in the background.&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Enable debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Number of minutes to wait between performing a verb on an item.&lt;br /&gt;
faux_atmo_interval: 15&lt;br /&gt;
&lt;br /&gt;
# Set to true to randomly select an item and verb to perform.&lt;br /&gt;
# Set to false to round-robin select items and verbs to perform.&lt;br /&gt;
faux_atmo_random: true&lt;br /&gt;
&lt;br /&gt;
# Items that don&#039;t have an inherent atmo effect&lt;br /&gt;
# but whose verbs if done periodically would.&lt;br /&gt;
faux_atmo_items:&lt;br /&gt;
  - name: blue basilisk&lt;br /&gt;
    verbs:&lt;br /&gt;
    - pet&lt;br /&gt;
    - pinch&lt;br /&gt;
    - poke&lt;br /&gt;
  - name: hooded cloak&lt;br /&gt;
    verbs:&lt;br /&gt;
    - rub&lt;br /&gt;
    - pat&lt;br /&gt;
    - wave&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if these scripts are running.&lt;br /&gt;
faux_atmo_no_use_scripts:&lt;br /&gt;
- combat-trainer&lt;br /&gt;
- go2&lt;br /&gt;
- get2&lt;br /&gt;
- bescort&lt;br /&gt;
- steal&lt;br /&gt;
- burgle&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t perform verbs on items if in these rooms.&lt;br /&gt;
faux_atmo_no_use_rooms:&lt;br /&gt;
- Carousel Chamber     # Room with vault&lt;br /&gt;
- Carousel Booth       # Room just before vault&lt;br /&gt;
- 1900                 # You can specify room ids, too&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars={{Lich setting|name=faux_atmo_debug|desc=Enable debug mode.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== favor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Gets one favor by rubbing an orb repeatedly.&lt;br /&gt;
|usage=&lt;br /&gt;
It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
If an argument is passed to the script, that Immortal&#039;s name will be used. The default is Hodierna.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== fill-dirt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Fills a dirt stacker with dirt.&lt;br /&gt;
|usage=Run the script in any room where dirt is forageable.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=dirt_stacker|desc=Name of dirt stacker to fill. Must be worn.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds an NPC in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=npc|desc=A unique name (or noun) of the NPC to find.}}^{{Lich setting|name=follow|desc=If present, the script will follow the NPC around.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== find-darkbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Finds and plays the Hollow Eve&#039;s game Darkbox.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=override|desc=Optional arg. Passes override to heal-remedy to use remedies instead of herbs if you already have herbs setup in your yaml.}}&lt;br /&gt;
|settings={{Lich setting|name=he_use_herbs_remedies|desc=Put this as true in your yaml if you want to use heal-remedy.}}^{{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== first-aid ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill by reading compendiums or textbooks  More in-depth look at first-aid.lic: https://github.com/elanthia-online/dr-scripts/wiki/First-Aid-Strategy&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=textbook|desc=False if using a compendium, true otherwise.}}^{{Lich setting|name=textbook_type|desc=If not using a compendium, the name of the thing to study.}}^{{Lich setting|name=compendium_type|desc=Will default to compendium but also supports burgled manuals and guides.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== faskinner ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains the First Aid skill with training items such as a small blue-belly crocodile with prominently stitched seams or a small fuzzy caracal with tufted ears and double-stitched seams.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Trainer noun should match exactly, such as crocodile or caracal&lt;br /&gt;
fa_skinning_trainer: &lt;br /&gt;
&lt;br /&gt;
# Container where you store your trainer, if it&#039;s not worn.&lt;br /&gt;
fa_skinning_trainer_container: &lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t wear a skinning knife, this is the&lt;br /&gt;
# bladed weapon you want to use to skin with, such as a dagger.&lt;br /&gt;
fa_skinning_knife: &lt;br /&gt;
&lt;br /&gt;
# If you specify &#039;fa_skinning_knife:&#039; then this is&lt;br /&gt;
# the container where that bladed weapon is stored.&lt;br /&gt;
fa_skinning_knife_container: &lt;br /&gt;
&lt;br /&gt;
# Options:  First Aid, Skinning, Both or leave blank for whichever happens first&lt;br /&gt;
fa_skinning_priority: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== feed-cloak ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Feeds [[living vine cloaks]] that you are wearing so that they stay refreshed and healthy.&lt;br /&gt;
|usage=Run on demand or part of a training routine to feed your cloak regularly. Does not run in the background.&lt;br /&gt;
|settings=&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# If your cloak can&#039;t feed in your current room&lt;br /&gt;
# then feed-cloak will move to this specified room id.&lt;br /&gt;
# If not specified, or if the cloak can&#039;t feed here either,&lt;br /&gt;
# then the script will move to your `safe_room`.&lt;br /&gt;
feed_cloak_room: 992 # Crossing, [Northeast Wilds, Outside Northeast Gate]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== forge ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Forges an item. Adapted from a script by Mallitek.&lt;br /&gt;
|usage=&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge weaponsmithing 2 sword steel sword&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 &amp;quot;shallow metal cup&amp;quot; bronze cup&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge blacksmithing 6 scratcher bronze scratcher&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;forge temper sword&amp;lt;/code&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of book (blacksmithing, armorsmithing, weaponsmithing)}}^{{Lich setting|name=chapter|desc=Chapter of the book}}^{{Lich setting|name=recipe|desc=the name of the recipe}}^{{Lich setting|name=metal|desc=metal type of the ingot in your bag}}^{{Lich setting|name=noun|desc=item noun to make}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gbox ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand all boxes from a container (the first argument) to a character (the second argument).&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=container|desc=The container}}^{{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== glyph-of-mana ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script that will keep glyph of mana up always.&lt;br /&gt;
|usage=Meant to be used as a during: in combat but can be used anywhere.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example usage:&lt;br /&gt;
hunting_info:&lt;br /&gt;
- :zone: cinder_beasts&lt;br /&gt;
  args:&lt;br /&gt;
  - d1&lt;br /&gt;
  stop_on:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  :duration: 55&lt;br /&gt;
  before:&lt;br /&gt;
  - go2 12345&lt;br /&gt;
  - mech-lore&lt;br /&gt;
  - athletics&lt;br /&gt;
  during:&lt;br /&gt;
  - glyph-of-mana&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== gmoney ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Hand money to the given character. The money is given 10 plat at a time, depositing first to minimize coinage (i.e. hand off plat instead of copper where possible). Useful for F2P players who cannot deposit more than 10 plat at once.&lt;br /&gt;
|usage=Start the script while you and the other player are standing at a bank teller.&lt;br /&gt;
|args={{Lich setting|name=character|desc=The character}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== heal-remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses crafted remedies for healing&lt;br /&gt;
|usage=This script will cycle through the remedies, from base-remedies.yaml, from the most potent to least potent. The script will pause a little bit, letting the remedies work to make scars, then apply scar remedies. Will need one hand free to use.&lt;br /&gt;
|args={{Lich setting|name=override|desc=Override setting to force using remedies instead of herbs if herbs are already defined in your yaml.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== healme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A self healing script for empaths.&lt;br /&gt;
|usage=Will heal your own wounds, leaving external bleeders as desired. Uses the &#039;healing&#039; waggle set to configure how to cast your spells. Backwards compatible with &#039;empath_healing&#039; setting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;YAML Configuration&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# healme script specific settings for empaths.&lt;br /&gt;
# Highly recommend that you define a &#039;healing&#039; waggle set&lt;br /&gt;
# for maximum control over how you cast your healing spells.&lt;br /&gt;
# If no &#039;healing&#039; waggle set is defined then healme script&lt;br /&gt;
# will use &#039;empath_healing:&#039; settings as backup.&lt;br /&gt;
healme:&lt;br /&gt;
  # Toggle debug mode. Can also use `debug` script argument.&lt;br /&gt;
  # Default is false.&lt;br /&gt;
  debug: false&lt;br /&gt;
  # Wound severities below this threshold will be ignored.&lt;br /&gt;
  # Range is 0 to 13 based on &#039;perceive health self&#039;.&lt;br /&gt;
  # If you have HEAL or REGENERATE, then you may choose&lt;br /&gt;
  # to set a low threshold (1 or 2) since those can be healed over time&lt;br /&gt;
  # rather than waiting for the script to heal them all in one sitting.&lt;br /&gt;
  # Default is 0.&lt;br /&gt;
  severity_threshold: 1&lt;br /&gt;
  # When waiting for a spell to be prepared and if you have wounds to tend,&lt;br /&gt;
  # such as bleeders or lodged ammo or parasites, then this is the max&lt;br /&gt;
  # number of those wounds to tend before casting to be efficient.&lt;br /&gt;
  # Even if you set this to 0, healme script will tend wounds just not&lt;br /&gt;
  # between preparing and casting a spell.&lt;br /&gt;
  # Default is 1.&lt;br /&gt;
  max_wounds_to_tend_while_prep_spells: 1&lt;br /&gt;
&lt;br /&gt;
# This is a sample &#039;healing&#039; waggle set for the healme script.&lt;br /&gt;
# You can configure which spells you want to use and how to cast them.&lt;br /&gt;
waggle_sets:&lt;br /&gt;
  # Used by the &#039;healme&#039; script&lt;br /&gt;
  # Spells are cast as needed, but as you define them here&lt;br /&gt;
  healing:&lt;br /&gt;
    # Required spells&lt;br /&gt;
    Heal Wounds:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    Heal Scars:&lt;br /&gt;
      mana: 1&lt;br /&gt;
      cambrinth:&lt;br /&gt;
      - 5&lt;br /&gt;
      - 5&lt;br /&gt;
      prep_time: 10&lt;br /&gt;
    # Important spells (optional)&lt;br /&gt;
    Blood Staunching:       # cast if bleeding&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Vitality Healing:       # cast if low on vitality&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Niche spells (optional)&lt;br /&gt;
    Flush Poisons:          # cast if poisoned&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Cure Disease:           # cast if diseased&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    # Helpful spells (optional)&lt;br /&gt;
    Heal:                   # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
    Regenerate:             # cast to speed up healing&lt;br /&gt;
      use_auto_mana: true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Script Usage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Heal yourself using default settings.&lt;br /&gt;
;healme&lt;br /&gt;
&lt;br /&gt;
# Heal all wounds EXCEPT external wounds of&lt;br /&gt;
# the listed body parts to preserve pet bleeders.&lt;br /&gt;
;healme &amp;quot;chest, left arm&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Heal wounds whose severity is greater than 2.&lt;br /&gt;
# Overrides the healme.severity_threshold setting.&lt;br /&gt;
;healme 2&lt;br /&gt;
&lt;br /&gt;
# Echo debug information.&lt;br /&gt;
;healme debug&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== herb-stock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Restocks herbs for healing with herbs in combat&lt;br /&gt;
|usage=This script will restock either default herbs or herbs defined in the user&#039;s yaml&lt;br /&gt;
|args={{Lich setting|name=town|desc=Override your character&#039;s hometown with a different town to use for stocking herbs.}}&lt;br /&gt;
|settings={{Lich setting|name=herbs|desc=Set this to true to restock default herbs based on your character&#039;s hometown. Alternatively, define a list of herbs to add to or override the default list.}}^{{Lich setting|name=herbs_override_herbstock|desc=Set this to true to ONLY use the herbs defined in the herbs setting.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== horse-trainer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Teaches all skills to a horse.&lt;br /&gt;
|usage=This script will go through the list of skills and try to teach a horse. The order teaches is leadrope, saddle, animal, joust, kneel, prance, beg, spin, jump, combat, magic, war. You must be a Ranger to run this.&lt;br /&gt;
|args=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== hunting-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Trains combat skills (using combat-trainer) in defined hunting areas&lt;br /&gt;
|usage= Will move through a series of defined hunting spots, training at each one until specified conditions are met. Stops at the first empty room it finds in the hunting area, will search for hiding players and wait 10 seconds for them to take any actions in rooms with monsters, moving on if a player is already there.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true and and you will stay in hunting spots until stop_on skills are at 32/34, set to false and you will stay until stop_on or duration is met.}}^{{Lich setting|name=hunting_zones|desc=The set of hunting areas defined in base.yaml that can be directly reached with go2.}}^{{Lich setting|name=escort_zones|desc=The set of hunting areas defined in base.yaml that requires custom pathing to reach.}}^{{Lich setting|name=hunting_info|desc=In order list of hunts.}}^{{Lich setting|name=hunting_info:zone|desc=Name of hunting zone, must match one of the two zone lists above.}}^{{Lich setting|name=hunting_info:args|desc=List of arguments to call combat-trainer with at this hunting area.}}^{{Lich setting|name=hunting_info:full_waiting_room|desc=Room to wait in while the zones are full, defaults to safe_room number if not present.}}^{{Lich setting|name=hunting_info:duration|desc=Time in minutes to hunt here if hunting_priority is false.}}^{{Lich setting|name=hunting_info:stop_on|desc=List of skills that will stop hunting when they are all at 32/34}}^{{Lich setting|name=hunting_info:boxes|desc=Sets the hunt as a box priority hunt, will stop or skip if you have box_loot_limit number of boxes if set to true}}^{{Lich setting|name=hunting_buddies|desc=List of PC&#039;s that you&#039;re ok to share a hunting room with, remember proper Capitalization.}}^{{Lich setting|name=hunting_nemesis|desc=List of PC&#039;s you do not want to hunt with, remember proper Capitalization.}}^{{Lich setting|name=empty_hunting_room_messages|desc=List of messages to use when asking if a room is empty. A random message will be used each hunt.}}^{{Lich setting|name=prehunt_buffing_room|desc=Room number where you can cast buffs before beginning hunt.  List buffs under waggle_sets: with heading prehunt_buffs:.}}^{{Lich setting|name=hunting_room_min_mana|desc=Minimum mana level of an acceptable hunting room.}}^{{Lich setting|name=hunting_room_strict_mana|desc=If false, it will find any empty room in the event that no empty rooms are found above the minimum mana level.}}^uservars=&lt;br /&gt;
|children=combat-trainer, buff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== inventory-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Stores current &amp;quot;inv list&amp;quot; data in a YAML file for searching from any character... works across multiple accounts.&lt;br /&gt;
|usage= Store and access any character&#039;s &amp;quot;inventory list&amp;quot;. Prints a list of character names stored, prints individual inventory, and searches all inventory for any keyword(s).&lt;br /&gt;
|args={{Lich setting|name=save|desc=Executes game command &amp;quot;inv list&amp;quot; and saves all items to database labeled as either worn or in container.}}^{{Lich setting|name=search|desc=Searches database for text provided. Requires an item for which to search.}}^{{Lich setting|name=list|desc=Shows all character(s) names stored within the database. Optional input of a character&#039;s name to list their inventory.}}^{{Lich setting|name=remove|desc=Removes character and associated data from database, requires a name.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== invoke-rune ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Use to cast spells from runestones. The runestones are the ones purchased from Sierack&#039;s Reagents, https://elanthipedia.play.net/Sierack%27s_Reagents, in Shard. Can add more from Enchanting or other places.&lt;br /&gt;
|usage= ;invoke-rune &amp;quot;&amp;lt;spell name&amp;gt;&amp;quot; example: ;invoke-rune &amp;quot;Clear Vision&amp;quot; &lt;br /&gt;
|args={{Lich setting|name=spell|desc=Name of the spells: &amp;quot;Arc Light&amp;quot; Althleticism Bless Calm &amp;quot;Clear Vision&amp;quot; Compost &amp;quot;Eagle&#039;s Cry&amp;quot; &amp;quot;Fire Shards&amp;quot; &amp;quot;Glythtide&#039;s Gift&amp;quot; Geyser &amp;quot;Protection from Evil&amp;quot; Refresh Shadows Zephyr. Use double quotes for spells with two or more words.}}^{{Lich setting|name=debug|desc=Puts script in debug mode.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== jail-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Handles being arrested in the crossing&lt;br /&gt;
|usage= Keep running.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== join-thieves ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Joins the thieves guild in Crossing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== journal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to use an epistemic journal. Best used as an after:&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars= &#039;&#039;journal_noun&#039;&#039;: Set the noun of your journal, defaults to journal&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== lamprey ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Plays the Hollow Eve&#039;s game lamprey. Can only play this game once every 10 minutes if you get a lamprey or prize.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== levelup ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks to your guild leader and levels up as many times as you can.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;levelup&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== locksmithing ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains locksmithing independently or with crossing-training.  Can use unlimited training boxes, daily charge training boxes, or limited use disposable training items such as corn maze pouches, liquor cabinets, or burgled keepsake boxes. Also trains [[Lich_script_repository#performance|performance]] while picking.&lt;br /&gt;
|usage=Can be used independently or by listing Locksmithing under crossing_training.  If used with crossing_training additional feature &amp;lt;code&amp;gt;train_with_burgle: true&amp;lt;/code&amp;gt; is available.  The [[Lich_script_repository#burgle|burgle_settings: loot_container]] is a shared feature for ease of use with keepsake boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Settings:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Do you use a worn lockpick ring for picking?&lt;br /&gt;
# If true then specify the name of your lockpick ring as the container.&lt;br /&gt;
use_lockpick_ring: true&lt;br /&gt;
lockpick_container: lockpick ring&lt;br /&gt;
&lt;br /&gt;
# If false then the script will get a loose lockpick from the container.&lt;br /&gt;
#use_lockpick_ring: false&lt;br /&gt;
#lockpick_container: backpack&lt;br /&gt;
&lt;br /&gt;
# When done picking boxes that contains coins, gems, and such,&lt;br /&gt;
# do you want to run the ;sell-loot script?&lt;br /&gt;
sell_loot: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick looted boxes from critters and such?&lt;br /&gt;
# If true then the ;pick script is ran using its settings.&lt;br /&gt;
# Refer to that script for how to set up those settings.&lt;br /&gt;
pick_live_boxes: true&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick a daily use lockbox trainer like a training box or harvest bag?&lt;br /&gt;
# If true then specify your trainer&#039;s name and whether it&#039;s worn or not.&lt;br /&gt;
have_training_box: false&lt;br /&gt;
picking_lockbox: training box&lt;br /&gt;
picking_worn_lockbox: false&lt;br /&gt;
&lt;br /&gt;
# Do you want to pick consumable boxes such as limited use trainers from burgling or incidentals?&lt;br /&gt;
# If true then list the names of those discardable consumables here.&lt;br /&gt;
# IMPORTANT! Consumable boxes will be pulled from your burgle_settings: loot_container.&lt;br /&gt;
# IMPORTANT! Consumable boxes should be kept separate from live boxes so as not to cause issues with ;pick script.&lt;br /&gt;
# IMPORTANT! THESE BOXES WILL BE DROPPED. MAKE CERTAIN YOU ONLY LIST THROW-AWAY TRAINERS.&lt;br /&gt;
consumable_lockboxes:&lt;br /&gt;
  - keepsake box&lt;br /&gt;
  - box puzzle&lt;br /&gt;
  - jewelry box&lt;br /&gt;
&lt;br /&gt;
# If you use a daily use lockpick trainer,&lt;br /&gt;
# be sure to add it to your gear: config.&lt;br /&gt;
gear:&lt;br /&gt;
- :adjective: training&lt;br /&gt;
  :name: box&lt;br /&gt;
  :skip_repair: true&lt;br /&gt;
  :container: backpack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== makesteel ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Makes steel ingots. The script will handle acquiring the needed materials.&lt;br /&gt;
|usage= &amp;lt;pre&amp;gt;;makesteel count [type] [refine]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args= {{Lich setting|name=count|desc= (required) number of ingots to produce}}^{{Lich setting|name=type|desc=Carbon content, defaults to high. Options are: [l, m, h]}}^{{Lich setting|name=refine|desc=If provided, refine the resulting ingot}} &lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=City in which to make the ingots, defaults to Crossing}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mine ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Mines a room while watching for danger&lt;br /&gt;
|usage= Prospects and mines out your current room, stowing or deeding anything in your vein list. Will prospect careful for more materials after exhausting the room.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mining_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-buddy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Perform a single pass through the mines&lt;br /&gt;
|usage= Will navigate through all listed mines, prospecting and stopping to mine anywhere it finds a resources it watches for. Can alternatively mine out each room it comes to, or merely look for resource rich rooms if you lack the skill to see resources. Will keep 1 plat on hand for repairs and buying deed packets. Will heal on injuries due to failed danger checks, or exit if buried.&lt;br /&gt;
At the beginning of the script it will check for deed packets and buy more if it finds less than 2&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=mining_buddy_rooms|desc=Defined in base.yaml, links mine names to a list of rooms}}^{{Lich setting|name=mines_to_mine|desc=List of mine names to mine, matches up against mining_buddy_rooms.}}^{{Lich setting|name=mining_skip_populated|desc=Set to true will NOT prospect and mine in rooms with other players.}}^{{Lich setting|name=mining_buddy_mine_every_room|desc=Set to true will prospect and mine out each room regardless of minerals.}}^{{Lich setting|name=mining_buddy_vein_list|desc=List of metals and rocks that you wish to mine.}}^{{Lich setting|name=mining_implement|desc=Shovel or pick.}}^{{Lich setting|name=mine_use_packet|desc=Set to true to carry and use a deed packet, otherwise stow found minerals}} &lt;br /&gt;
|uservars={{Lich setting|name=mining_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=mine,safe-room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mining-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=repeatedly mines in defined mining areas (using mining-buddy)&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== mm ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A general purpose moon mage utility script&lt;br /&gt;
|usage= Run the script without any arguments to see usage&lt;br /&gt;
|args= {{Lich setting|name=locate &amp;lt;name&amp;gt;|desc=Locates the given name and reports the room number if the locate was successful}}^{{Lich setting|name=rift &amp;lt;name&amp;gt;|desc=Locates and rifts the given name to your current room. Checks if the moons are up. Uses the same settings as &amp;lt;code&amp;gt;;mm locate&amp;lt;/code&amp;gt;}}&lt;br /&gt;
|settings= {{Lich setting|name=waggle_sets[&#039;locate&#039;]|desc=Optional. A waggle set called &#039;locate&#039; with only the locate spell in it. Uses the data in DISCERN locate otherwise.}}^{{Lich setting|name=waggle_sets[&#039;rs&#039;]|desc=Optional. A waggle set called &#039;rs&#039; with only the locate Riftal Summons spell in it. Uses the data in DISCERN RS otherwise.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== moonwatch ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=populates UserVars.moons with data related to the moons&lt;br /&gt;
|usage=&lt;br /&gt;
Moonwatch will populate UserVars with the following data:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 UserVars.moons = {&lt;br /&gt;
 &#039;katamba&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Katamba is up for 35 minutes&#039;, &#039;rise&#039; =&amp;gt; nil, &#039;set&#039; =&amp;gt;35 },&lt;br /&gt;
 &#039;yavash&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Yavash will rise in 150 minutes&#039;, &#039;rise&#039; =&amp;gt; 150, &#039;set&#039; =&amp;gt; nil },&lt;br /&gt;
 &#039;xibar&#039; =&amp;gt; { &#039;pretty&#039; =&amp;gt; &#039;Xibar is up for 5 minutes&#039;, &#039;rise&#039; =&amp;gt; -1, &#039;set&#039; =&amp;gt; 5 }&lt;br /&gt;
 &#039;visible&#039; =&amp;gt; [&#039;katamba&#039;, &#039;xibar&#039;]&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We suggest using an alias such as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;;alias add moon = ;eq respond(&amp;quot;#{UserVars.moons[&#039;katamba&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;yavash&#039;][&#039;pretty&#039;]} : #{UserVars.moons[&#039;xibar&#039;][&#039;pretty&#039;]}&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can {{com|PERCEIVE}} an individual moon to reset its data or [[Moon_Mage_attunement#Power Perception|PERCEIVE MOONS]] to reset all if this is a first start (or you&#039;ve been offline for a while and the data seems wrong).&lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars={{Lich setting|name=moon_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== multi ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts multiple times.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2,sit,kneel,stand&lt;br /&gt;
&lt;br /&gt;
# This toggles autosneak flag before/after burgling.&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - multi 1,flag autosneak off&lt;br /&gt;
  after:&lt;br /&gt;
  - multi 1,flag autosneak on&lt;br /&gt;
  ...&lt;br /&gt;
&lt;br /&gt;
# This example combines doing actions and running scripts.&lt;br /&gt;
# To run a script, prefix its name with a colon.&lt;br /&gt;
# It also passes arguments to the script (each argument separated by a space).&lt;br /&gt;
;multi 5,get sword from my backpack,:myForgingScript sword,put sword in my carryall&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== newbie-gear ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Crafts a set of gear for a new character.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=storage|desc=The container in which to store finished items}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== offload-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Offloads all items from one source container to a destination container. Differs from transfer-items, because you can change the preposition. (I.e. on, in, under, behind, etc.)  It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Offloads all items from &amp;lt;source&amp;gt; &amp;lt;preposition&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;offload-items &amp;lt;source&amp;gt; &amp;lt;preposition&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;offload-items backpack on rack&lt;br /&gt;
&lt;br /&gt;
* Offloads only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; &amp;lt;preposition&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;offload-items &amp;lt;source&amp;gt; &amp;lt;preposition&amp;gt; &amp;lt;destination&amp;gt; [noun]&lt;br /&gt;
  ;offload-items backpack on rack arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=preposition|desc=Preposition to use with the destination [in, on, under, behind]}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=Optional item, if specified only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== oshu_manor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Navigates you through the Oshu Manor. Used to hunt [[Seordhevor kartais]]. Note there is an underscore in this script&#039;s name, not a dash.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== paladin-quests ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes the paladin Glyph quests for you.&lt;br /&gt;
|args={{Lich setting|name=warding|desc=Complete the Glyph of Warding Quest.}}{{Lich setting|name=bonding|desc=Complete the Glyph of Bonding Quest.}}{{Lich setting|name=light|desc=Complete the Glyph of Light Quest.}}{{Lich setting|name=mana|desc=Complete the Glyph of Mana Quest.}}{{Lich setting|name=ease|desc=Complete the Glyph of Ease Quest.}}{{Lich setting|name=renewal|desc=Complete the Glyph of Renewal Quest.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pattern-hues ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Casts Warrior Mage Pattern Hues cantrip at set intervals.&lt;br /&gt;
|usage= The script will cast pattern hues cantrip based on settings in yaml. If no custom settings set, will cast a random color. Examples: ;pattern-hues now will cast now and exit. ;pattern-hues in you before, after, t2, manually, or in a personal startup script will change cast the cantrip on your interval and with settings. Leave pattern and hue empty if you want to pick from all the available options. Put what you only want the color to go to for random. Custom is for those lucky enough to have their own color (Dartellum has a custom color). Or, put the exact color you want in gesture, such as bright emerald.&lt;br /&gt;
|args= {{Lich setting|name=now|desc=Cast now.}}{{Lich setting|name=debug|desc=Output variable values.}}&lt;br /&gt;
|settings={{Lich setting|name=Pattern Hues yaml settings: gesture is either random, custom, or a specific setting.}}&lt;br /&gt;
  pattern_hues:&lt;br /&gt;
    duration: 600&lt;br /&gt;
    gesture: custom&lt;br /&gt;
    pattern_hues_styles:&lt;br /&gt;
      pattern:&lt;br /&gt;
      - bright&lt;br /&gt;
      - hazy&lt;br /&gt;
      - gleaming&lt;br /&gt;
      - lucent&lt;br /&gt;
      hue:&lt;br /&gt;
      - soot black&lt;br /&gt;
      - emerald&lt;br /&gt;
      - bone white&lt;br /&gt;
      - snowflake white&lt;br /&gt;
      - yellow&lt;br /&gt;
      - charcoal black&lt;br /&gt;
      - sky blue&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pay-debt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Pays your debt. Optionally retrieves your sack of belongings from the guard house.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Script to train performance.  Defaults to worn instrument but accepts an instrument setting&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=instrument|desc=Optional. The instrument you would like to use.  Defaults to worn instrument if none selected}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== performance-monitor ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Logs combat-related events such as damage, roundtime, etc. for later parsing.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== pick ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Disarms, unlocks, and loots monster boxes&lt;br /&gt;
|usage=The script will look for suitable disposal sources in the room, or drop refuse on the ground. Refills lockpicking ring after finished.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  # Assuming YAML config matches your goals&lt;br /&gt;
  ;pick&lt;br /&gt;
&lt;br /&gt;
  # Pick boxes in different bag, ignoring exp mind state, skipping identify&lt;br /&gt;
  ;pick source=backpack all careful&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &#039;Simple&#039; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  tend_own_wounds: true&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - encompassing.shadows&lt;br /&gt;
  - lootsack&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  - reaper&lt;br /&gt;
  - concussion&lt;br /&gt;
  blacklist_container:&lt;br /&gt;
  too_hard_container:&lt;br /&gt;
&lt;br /&gt;
lockpick_type: stout iron&lt;br /&gt;
lockpick_dismantle: pray&lt;br /&gt;
stop_pick_on_mindlock: false&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example &amp;quot;Higher Risk&amp;quot; Configuration&lt;br /&gt;
pick:&lt;br /&gt;
  debug: true&lt;br /&gt;
  disarm_quick_threshold: 0&lt;br /&gt;
  disarm_normal_threshold: 2&lt;br /&gt;
  disarm_careful_threshold: 5&lt;br /&gt;
  disarm_too_hard_threshold: 12&lt;br /&gt;
  pick_quick_threshold: 0&lt;br /&gt;
  pick_normal_threshold: 4&lt;br /&gt;
  pick_careful_threshold: 8&lt;br /&gt;
  trap_blacklist:&lt;br /&gt;
  - teleport&lt;br /&gt;
  picking_box_sources:&lt;br /&gt;
  - chef&#039;s bag&lt;br /&gt;
  - arm pouch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=debug|desc=Turns on debug output}}^&lt;br /&gt;
{{Lich setting|name=refill|desc=Refill your lockpick ring}}^&lt;br /&gt;
{{Lich setting|name=source|desc=The container to get boxes from. Overrides &#039;pick.picking_box_sources&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=all|desc=Keep picking after mindlock. Overrides &#039;stop_pick_on_mindlock&#039; config setting.}}^&lt;br /&gt;
{{Lich setting|name=assume|desc=Skips identification and assumes a given difficulty (i.e. ;pick careful will always do disarm/pick carefully)}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=pick.debug|desc=Turns on debug output. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=pick.use_glance|desc=Set this to false to disable glance if you&#039;re a thief.}}^&lt;br /&gt;
{{Lich setting|name=pick.trash_empty_boxes|desc=Disposes of empty boxes in trash containers (or drops them) instead of dismantling; will use global worn_trashcan settings if set.}}^&lt;br /&gt;
{{Lich setting|name=pick.assumed_difficulty|desc=Skips identification step and uses this &#039;speed&#039; for disarm and pick. NOTE: Using this will disable blacklist functionality.}}^&lt;br /&gt;
{{Lich setting|name=pick.picking_box_sources|desc=The list of bags that unopened boxes are stored in.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_quick_threshold|desc=Difficulty rating to switch to &#039;pick quick&#039;. Ratings below this will use &#039;pick blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_normal_threshold|desc=Difficulty rating to switch to &#039;pick&#039;. Ratings below this will use &#039;pick quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.pick_careful_threshold|desc=Difficulty rating to switch to &#039;pick careful&#039;. Ratings below this will use &#039;pick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_quick_threshold|desc=Difficulty rating to switch to &#039;disarm quick&#039;. Ratings below this will use &#039;disarm blind&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_normal_threshold|desc=Difficulty rating to switch to &#039;disarm&#039;. Ratings below this will use &#039;disarm quick&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_careful_threshold|desc=Difficulty rating to switch to &#039;disarm careful&#039;. Ratings below this will use &#039;disarm&#039;.}}^&lt;br /&gt;
{{Lich setting|name=pick.disarm_too_hard_threshold|desc=Difficulty rating to discard/store the box in the pick.too_hard_container.}}^&lt;br /&gt;
{{Lich setting|name=pick.too_hard_container|desc=The bag to put boxes into that are too difficult to disarm; discards too hard boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist|desc=List of trap types to not auto disarm}}^&lt;br /&gt;
{{Lich setting|name=pick.blacklist_container|desc=Container to store blacklisted boxes in; discards blacklisted boxes if not set.}}^&lt;br /&gt;
{{Lich setting|name=pick.tend_own_wounds|desc=Decides to run tendme.lic after a box pops before heading to your saferoom. Defaults to false.}}^&lt;br /&gt;
{{Lich setting|name=stop_pick_on_mindlock|desc=true to stop after the current box when your mind is full.}}^&lt;br /&gt;
{{Lich setting|name=use_lockpick_ring|desc=Do you wear a lockpick ring?}}^&lt;br /&gt;
{{Lich setting|name=skip_lockpick_ring_refill|desc=Set this to TRUE in order to skip buying lockpicks after mind-locked. This is important if you have crafted lockpicks on the ring, since you can&#039;t use lockpicks of differing qualities on the same ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_type|desc=Type of lockpick to stock on ring.}}^&lt;br /&gt;
{{Lich setting|name=lockpick_dismantle|desc=If you have a custom dismantle type to use, put it here.}}^&lt;br /&gt;
{{Lich setting|name=waggle_sets.pick|desc=waggle set of buffs to use while picking}}&lt;br /&gt;
|children=tendme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== release_cyclic ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Releases all cyclic spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== ranger-companion ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Summons a companion and feeds it milk or corn if it&#039;s a baby, handles raising a baby pet to young age. Meant to be used as a during: in combat but works anywhere as long as you are stationary. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== researcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Does research on a single subject.&lt;br /&gt;
|usage=Specify the subject as an argument, e.g. ;researcher augmentation&lt;br /&gt;
|args=missing&lt;br /&gt;
|settings=missing&lt;br /&gt;
|uservars=missing&lt;br /&gt;
|children=missing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== register ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for searching your deed register.&lt;br /&gt;
|usage=The script will search your deed register for the specified crafting material.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;;register damite&amp;lt;/code&amp;gt;&lt;br /&gt;
    --- Lich: register active.&lt;br /&gt;
;Output of reading register not shown here to save space.&lt;br /&gt;
       Results:&lt;br /&gt;
        45 -- a deed for a damite ingot (48V 91Q - pure Damite --Binu)&lt;br /&gt;
        46 -- a deed for a damite ingot (10V 86Q - pure Damite --Binu)&lt;br /&gt;
    [register]&amp;gt;stow right&lt;br /&gt;
    You put your register in your hunting pack.&lt;br /&gt;
    --- Lich: register has exited.&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=query|desc=The material you want to search for.  Can also be information you entered in the deed note.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=The name of the container where you store your deed register.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== remedy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for crafting remedies using alchemy.&lt;br /&gt;
|usage = See examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; &amp;quot;red flower&amp;quot; nemoih bar mortar cream&lt;br /&gt;
 # ;remedy remedies 2 &amp;quot;blister cream&amp;quot; nemoih &amp;quot;not used&amp;quot; bar mortar cream  - for when only herb is required&lt;br /&gt;
 remedy &amp;lt;book type&amp;gt; &amp;lt;chapter&amp;gt; &amp;lt;recipe name&amp;gt; &amp;lt;herb1&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 Book type:    What alchemy type is this item. [remedies]&lt;br /&gt;
 Chapter: containing the item. &lt;br /&gt;
 Recipe name:  Name of the recipe, wrap in double quotes if this is multiple words. &lt;br /&gt;
 Herb1:        Prepared herb, wrap in double quotes if this is multiple words.. &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
 remedy &amp;lt;continue&amp;gt; &amp;lt;herb2&amp;gt; &amp;lt;catalyst&amp;gt; &amp;lt;container&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
 continue      &lt;br /&gt;
 herb2:        Prepared herb, wrap in double quotes if this is multiple words. Put none for none. &lt;br /&gt;
 catalyst:     Type of catalyst. &lt;br /&gt;
 container:    Type of container for creating. &lt;br /&gt;
 noun:         End product [cream, salve, wash, balm, ungent, potion, tonic, ointment, elixir, poultices, draught]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Overrides for foraging (all setting in base):&lt;br /&gt;
 # container used to hold herbs for remedy.lic (optional) Not optional if overriding&lt;br /&gt;
 herb_container:&lt;br /&gt;
 # Following settings, including herb_container:, are required to override workorders for remedies&lt;br /&gt;
 # container used for raw herbs foraged - used by alchemy.lic script&lt;br /&gt;
 alchemy_herb_storage:&lt;br /&gt;
 # quantity of gathered herbs, recall a workorder requires 25 herbs per finished product&lt;br /&gt;
 # Set to your workorder_max_items: setting times 4. Example, if workorder_max_items: 4,&lt;br /&gt;
 # set this setting to 100.&lt;br /&gt;
 alchemy_herb_quantity:&lt;br /&gt;
 # How many prepared herbs you want:&lt;br /&gt;
 alchemy_prep_quantity:&lt;br /&gt;
 # if you want to forage careful&lt;br /&gt;
 alchemy_forage_type:&lt;br /&gt;
 # Set an override for foraging if Outdoorsmanship is high enough to find the herb anywhere&lt;br /&gt;
 forage_override_room:&lt;br /&gt;
 # Set an override for town&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 # Set this to true if you want to always forage for your herbs for workorders&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
&lt;br /&gt;
 workorder_recipes:&lt;br /&gt;
   remedies:&lt;br /&gt;
   - some skin ungent&lt;br /&gt;
   #- some skin tonic&lt;br /&gt;
&lt;br /&gt;
 My guy&#039;s example:&lt;br /&gt;
 # Used by alchemy script #####&lt;br /&gt;
 alchemy_herb_storage: *back&lt;br /&gt;
 alchemy_herb_quantity: 25&lt;br /&gt;
 herb_container: *back&lt;br /&gt;
 alchemy_prep_quantity: 25&lt;br /&gt;
 #alchemy_forage_type:&lt;br /&gt;
 forage_override_room: 909 #8860&lt;br /&gt;
 forage_override_town:&lt;br /&gt;
 workorders_override_store: false&lt;br /&gt;
 ##############################&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== repeat ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for repeating a sequence of up to 10 commands. Does not take scripts.&lt;br /&gt;
|usage=&amp;gt;;repeat &amp;quot;get my rock&amp;quot; &amp;quot;drop my rock&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== restock ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script for restocking your supply of stackable and nonstackable items.&lt;br /&gt;
|usage= Will parse your YAML for a restock set and make the appropriate purchases to maintain your desired quantity. This is called at the start of hunting-buddy as the preferred mechanism to maintain ammunition counts.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=restock|desc=list of item names or hashes. A name will be searched in base-consumables based on your hometown setting. It will go and purchase the appropriate version of that item found in that hometown. For example, lising &amp;quot;arrow&amp;quot; will purchase boar-tusk arrows in Crossing, but if your in Shard will purchase long arrows. Any of the values pulled from base-consumables can be overridden by providing by appropriate key-value-pair under the item name within your YAML. Not all cities have every type of item (for example only the Crossing sells rocks or sling/ammo). As such, you can explicitly define your own items within the YAML by setting the item name, with the following key-value-pairs: name, room, price, size (how many obtained in a single purchase transaction), stackable (t/f), and quantity (how many you want to maintain on hand at a given time). Here are some examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will purchase arrows from your hometown using all defaults; including quantity (which is 30)&lt;br /&gt;
restock:&lt;br /&gt;
  arrow&lt;br /&gt;
&lt;br /&gt;
# This is the same as above, but with a custom quantity&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 45&lt;br /&gt;
&lt;br /&gt;
# this is a completely custom item not contained in base-consumables. It will not change based on hometown. &lt;br /&gt;
restock:&lt;br /&gt;
  super_cool_thing:&lt;br /&gt;
     name: cool thing&lt;br /&gt;
     room: 1337&lt;br /&gt;
     price: 10&lt;br /&gt;
     size: 3&lt;br /&gt;
     stackable: true&lt;br /&gt;
     quantity: 4&lt;br /&gt;
&lt;br /&gt;
# Here are a list of generic items in base-consumables:&lt;br /&gt;
arrow&lt;br /&gt;
bolt&lt;br /&gt;
tk_ammo&lt;br /&gt;
rock&lt;br /&gt;
&lt;br /&gt;
# Restock now supports custom Hometowns. This will be super useful if you use Shard as a hometown and need rocks from Hib. You can have as many as you want, but be reminded that we must support the hometown in base-towns.yaml. The hometowns will be visited in order from first to last, listed top to bottom.&lt;br /&gt;
&lt;br /&gt;
hometown: Shard&lt;br /&gt;
&lt;br /&gt;
restock:&lt;br /&gt;
  arrow:&lt;br /&gt;
    quantity: 50&lt;br /&gt;
  bolt:&lt;br /&gt;
    quantity: 50    &lt;br /&gt;
  rock:&lt;br /&gt;
    hometown: Hibarnhvidar&lt;br /&gt;
    name: smooth rocks&lt;br /&gt;
    room: 12172&lt;br /&gt;
    price: 45&lt;br /&gt;
    size: 30&lt;br /&gt;
    stackable: true&lt;br /&gt;
    quantity: 50&lt;br /&gt;
&lt;br /&gt;
# restock can probably handle items with &amp;quot;charges&amp;quot; (i.e ritual foci) if they disappear/consumed once all charges are gone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;}} &lt;br /&gt;
|uservars=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rezz ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=A script to rezz corpses&lt;br /&gt;
|usage=The script will either raise the person you specify, or if you don&#039;t specify someone it will raise all of the corpses in the room.  You should add a rezz: waggle set so that it doesn&#039;t use default values for rejuv and rezz.&lt;br /&gt;
|args={{Lich setting|name=player|desc=The person you want to raise.  Optional argument}}&lt;br /&gt;
|settings={{Lich setting|name=osrel_no_harness|desc=true to infuse directly, false to harness first.}}&lt;br /&gt;
&lt;br /&gt;
Waggle set to add.  Customize the mana and cambrinth values to your skill level:&lt;br /&gt;
&lt;br /&gt;
 waggle_sets:&lt;br /&gt;
   rezz:&lt;br /&gt;
     Resurrection:&lt;br /&gt;
       abbrev: rezz&lt;br /&gt;
       mana: 17&lt;br /&gt;
     Rejuvenation:&lt;br /&gt;
       abbrev: rejuv&lt;br /&gt;
       mana: 10&lt;br /&gt;
       cambrinth:&lt;br /&gt;
       - 15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== roomnumbers ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adapted from a script by Geldan for Gemstone. Appends the Lich room ID# to your in-game room look.&lt;br /&gt;
|usage=&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre&amp;gt;[Whistling Wood, Barrows]                                                                                                                          &lt;br /&gt;
A mound of earth looks curiously out of place beneath the twisted and warped branches of the dead trees.  Barren of all but the hardiest of grasses, the mound has several small&lt;br /&gt;
holes in its side.  You also see an Adan&#039;f blood warrior, a chipped and weather-beaten sign, an Adan&#039;f blood warrior and an Adan&#039;f blood warrior.&lt;br /&gt;
Obvious paths: southeast, southwest, northwest.&lt;br /&gt;
Room Number: 9471&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== rummage ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Standalone script that reformats the contents of a container as a table.&lt;br /&gt;
|usage=;rummage &amp;lt;container&amp;gt;&lt;br /&gt;
|args= container - Provide the name of the container you want to rummage in&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== safe-room ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Heals at a PC or NPC empath and shares items between characters by taking and dropping them in a safe room&lt;br /&gt;
|usage= Gets 4 gold (for autopath), goes to the auto empath and waits until healed. Alternatively can go to a specific set of rooms and wait for 45 seconds for a player empath to heal you. You can list several PC empaths. The script will go to the nearest one from your current location. PC Empaths will heal themselves using healme, Necromancers will not attempt to go to an empath. Can be configured to stop by a room and pick up or drop given item nouns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;How to determine your health threshold&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wound severities are based on a 1-8 numeric scale according to https://elanthipedia.play.net/Damage&lt;br /&gt;
&lt;br /&gt;
1. insignificant&amp;lt;br&amp;gt;&lt;br /&gt;
2. negligible&amp;lt;br&amp;gt;&lt;br /&gt;
3. minor&amp;lt;br&amp;gt;&lt;br /&gt;
4. harmful (bleeding wounds)&amp;lt;br&amp;gt;&lt;br /&gt;
5. damaging&amp;lt;br&amp;gt;&lt;br /&gt;
6. severe&amp;lt;br&amp;gt;&lt;br /&gt;
7. devastating&amp;lt;br&amp;gt;&lt;br /&gt;
8. useless&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script uses an equation to tally up all your wound severities to see if your total damage exceeds your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; yaml setting.&lt;br /&gt;
If yes, it gets you healed.&lt;br /&gt;
If no, it skips healing.&lt;br /&gt;
&lt;br /&gt;
The equation groups your wounds based on that numerical scale above so it knows the quantity of wounds at each severity. To know what severity your wound is you have to look at the wounds by body part table at https://elanthipedia.play.net/Damage#Wounds. For example, &amp;quot;some minor abrasions to the head&amp;quot; are considered &#039;&#039;insignificant&#039;&#039; and &amp;quot;cuts and bruises about the head&amp;quot; are considered &#039;&#039;minor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knowing the severities and having the wounds grouped, the equation computes a number for each group by squaring the severity and multiplying by the number of wounds in that group.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 You have some minor abrasions to the head, some minor abrasions to the left arm, some cuts and bruises about the right arm, some tiny scratches to the left leg, some cuts and bruises about the right leg, some minor abrasions to the right hand.&lt;br /&gt;
&lt;br /&gt;
would be grouped out to be:&lt;br /&gt;
&lt;br /&gt;
 1. insignificant x 3 wounds {minor abrasions to the head, left arm, and right hand} = (1^2 x 3) = 3&lt;br /&gt;
 2. negligible x 1 wounds {tiny scratches to the left leg} = (2^2 x 1) = 4&lt;br /&gt;
 3. minor x 2 wounds {cuts and bruises about the right arm and right leg} = (3^2 x 2) = 18&lt;br /&gt;
 4. harmful x 0 = 0&lt;br /&gt;
 5. damaging x 0 = 0&lt;br /&gt;
 6. severe x 0 = 0&lt;br /&gt;
 7. devastating x 0 = 0&lt;br /&gt;
 8. useless x 0 = 0&lt;br /&gt;
&lt;br /&gt;
The grand total of all those groupings is compared to your &#039;&#039;&#039;health_threshold:&#039;&#039;&#039; setting. In this example, the grand total is 3 + 4 + 18 = 25.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=safe_room_tip_threshold|desc=Amount of copper to carry for npc healing, or if you have more than this amount donate to player empath.}}^{{Lich setting|name=safe_room_id|desc=Id of room for player empath healer or item exchanges.}}^{{Lich setting|name=saferoom_health_threshold|desc=Skips saferoom healing unless the &#039;force&#039; argument is used. This is a number that represents your wound severity. The calculation of your wound score is Sum(wound level^2 * number of wounds at that level).}}^{{Lich setting|name=safe_room_empath|desc=Name of PC empath healer.}}^{{Lich setting|name=safe_room_empaths|desc=A list of PC empaths with their name and room ID}}^{{Lich setting|name=safe_room_tip_amount|desc=Amount in coppers to donate player empath.}}^{{Lich setting|name=safe_room|desc=Id of room to heal self at as empath.}}^{{Lich setting|name=safe_room_give|desc=List of nouns to drop at safe_room_id, CAUTION will drop all items of this noun there, don&#039;t use for anything valuable.}}^{{Lich setting|name=safe_room_take|desc=List of nouns to pick up in safe_room_id.}}^{{Lich setting|name=force_healer_town|desc=Override your hometown: setting to use an auto empath in a different town.}}^{{Lich setting|name=heal_with_divine_charm|desc=true/false - Attempt to use a divine charm that new characters start with to heal, instead of an auto-path.}} &lt;br /&gt;
|uservars=&lt;br /&gt;
|children=healme&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sanowret-crystal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background, gazing or exhaling your sanowret crystal to train [[Arcana]]. Checks for concentration and current mindstate to run only when necessary. Supports worn crystals or stored in a container.&lt;br /&gt;
|usage=This script can be run in passive mode or on-demand, and is well suited as part of your autostarts.&lt;br /&gt;
&lt;br /&gt;
Run once on-demand: &amp;lt;code&amp;gt;;sanowret-crystal run=true&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Run in the background: &amp;lt;code&amp;gt;;sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Auto start: &amp;lt;code&amp;gt;;autostart add sanowret-crystal&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|args={{Lich setting|name=run|desc=If present, only run the script once (instead of in passive mode).}}&lt;br /&gt;
|settings=In your YAML, configure the adjective of your sanowret crystal and list any scripts or rooms where you don&#039;t want the script to run, such as when burgling or in a room that prevents magical device usage.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sanowret_adjective: sanowret&lt;br /&gt;
    sanowret_no_use_scripts: # Don&#039;t try to use crystal while these scripts are active.&lt;br /&gt;
    - sew&lt;br /&gt;
    - carve&lt;br /&gt;
    - tinker&lt;br /&gt;
    - forge&lt;br /&gt;
    - remedy&lt;br /&gt;
    - shape&lt;br /&gt;
    - enchant&lt;br /&gt;
    - outdoorsmanship&lt;br /&gt;
    - combat-trainer&lt;br /&gt;
    - buff&lt;br /&gt;
    - burgle&lt;br /&gt;
    - go2&lt;br /&gt;
    sanowret_no_use_rooms: # Don&#039;t try to use crystal while in these rooms.&lt;br /&gt;
    - Carousel Chamber     # Room with vault&lt;br /&gt;
    - Carousel Booth       # Room just before vault&lt;br /&gt;
    - 1900                 # You can specify room ids, too (Crossing bank window)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== schedule ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Executes a series of actions or scripts (via &#039;&#039;&#039;multi&#039;&#039;&#039; script) if at least N minutes have elapsed since the last time they were done.&lt;br /&gt;
|usage=Run on-demand or as part of &#039;before&#039; or &#039;after&#039; steps of other scripts or as customized actions to perform with T2. Whatever you can do with &#039;&#039;&#039;multi&#039;&#039;&#039;, you can do with &#039;&#039;&#039;schedule&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syntax:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;schedule [timer-label], [timer-interval], [arguments for multi script]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Usage:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# This will cause you to sit then kneel then stand then repeat that sequence one time.&lt;br /&gt;
;multi 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This does the same as the above example but only if 5 minutes have elapsed since the last time this ran.&lt;br /&gt;
;schedule aerobics, 5, 2, sit, kneel, stand&lt;br /&gt;
&lt;br /&gt;
# This configures crossing-repair to not run more often than every 2 hours&lt;br /&gt;
training_list:&lt;br /&gt;
- skill:&lt;br /&gt;
  - Small Edged&lt;br /&gt;
  ...&lt;br /&gt;
  start: 10&lt;br /&gt;
  scripts:&lt;br /&gt;
  - schedule repairs, 120, 1, :crossing-repair&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== scroll-search ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Searches through the given container for any and all spell scroll and displays them in a more readable way. Also allows for the player to grab a specific scroll or transfer scrolls between containers. This script allows you to search multiple containers and tracks the scrolls in each.&lt;br /&gt;
|usage= Player specifies the container to search and the script looks through the container for any nouns matching scroll_nouns specified in base-items.yaml&lt;br /&gt;
|args={{Lich setting|name=search &amp;lt;container&amp;gt;|desc=Searches the given container}}^{{Lich setting|name=display|desc=Displays the scrolls in all searched containers. Must have already searched or the list will be empty!}}&lt;br /&gt;
|settings={{Lich setting|name=scroll_nouns|desc=List of scroll nouns to search container for.}}&lt;br /&gt;
|uservars={{Lich setting|name=owned_scrolls|desc=Hashset of the scroll name and the container it resides in.}}^{{Lich setting|name=scroll_counter|desc=Global counter for the amount of scrolls owned.}}^{{Lich setting|name=scroll_search_debug|desc=Turns on debug messaging for scroll-search.lic script.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-loot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Sells gems and bundles; then deposits coin. Defaults to keeping 3 silver on hand (the maximum amount that cannot be stolen by a Thief).&lt;br /&gt;
|usage= Will sell bundles and any gems in untied gem pouches. Optionally will make sure you have a spare gem pouch. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
&lt;br /&gt;
EXAMPLES:&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot&amp;lt;/code&amp;gt; # Uses the default: keeps 3 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 12&amp;lt;/code&amp;gt; # Uses one argument: keeps 12 silver, which is withdrawn as 1 gold and 2 silver&lt;br /&gt;
* &amp;lt;code&amp;gt;;sell-loot 4 g&amp;lt;/code&amp;gt; # Uses two arguments: keeps 4 gold&lt;br /&gt;
|args={{Lich setting|name=Withdraw|desc=Amount of coin to withdraw after depositing all. 3 silver, 5 gold, etc.}}&lt;br /&gt;
|settings={{Lich setting|name=sell_loot_money_on_hand|desc=Same as the Withdraw argument, overridden by the argument if both exist.}}^{{Lich setting|name=sell_loot_pouch|desc=Set true to sell any gems in a worn pouch.}}^{{Lich setting|name=sell_loot_bundle|desc=Set to true to sell a worn bundle.}}^{{Lich setting|name=sell_loot_metals_and_stones|desc=Set to true to sell nuggets and bars (e.g. zinc nuggets and bronze bars).}}^{{Lich setting|name=sell_loot_metals_and_stones_container|desc=The container that has the nuggets and bars (e.g. zinc nugget and bronze bar) to sell.}}^{{Lich setting|name=sell_loot_ignored_metals_and_stones|desc=List of metal or stone nuggets and bars NOT to sell.}}^{{Lich setting|name=sell_loot_traps|desc=Sell harvested traps from boxes that are in your &#039;component_container&#039;.}}^{{Lich setting|name=spare_gem_pouch_container|desc=The container to store a spare gem pouch in, should NOT be the container a pouch stows to.}}^{{Lich setting|name=gem_pouch_adjective|desc=Adjective you use to request gem pouches, you should be able to tap ADJ pouch to tap your current pouch.}}^{{Lich setting|name=sell_loot_skip_bank|desc=If true, skip bank parts of the script (currency exchange, deposit, withdrawal).}}^{{Lich setting|name=sell_loot_skip_exchange|desc=If true, skip currency exchange.}}^{{Lich setting|name=bankbot_name|desc=The name of the bankbot with whom you would like to deposit coin.}}^{{Lich setting|name=bankbot_deposit_threshold|desc=An amount of copper to keep on hand. Excess will be deposited with the bankbot. Your in-game bank will always be deposited into before the bankbot.}}^{{Lich setting|name=bankbot_room_id|desc=The room ID of the bankbot.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sell-pouches ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Sell gem pouches for trading experience&lt;br /&gt;
|usage=This script is called by crossing-training when you have &#039;Trading&#039; listed as a training skill and &#039;sell_pouches_for_trading&#039; set to true. You can also call it to sell a pouch.&lt;br /&gt;
|settings={{Lich setting|name=hometown|desc=Your hometown. This is used to determine which gemshop you will sell your pouches to}}^{{Lich setting|name=sale_pouches_container|desc=Container where your pouches for sale are stored}}^{{Lich setting|name=waggle_set named &#039;sell-pouches&#039;|desc=Casts these spells before selling a pouch. This is where you would include spell data for casting Finesse}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== setupaliases ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Adds a useful selection of aliases to the global list:&lt;br /&gt;
|usage=&lt;br /&gt;
* &amp;lt;code&amp;gt;as&amp;lt;/code&amp;gt; - accepts a trade offer and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;gs&amp;lt;/code&amp;gt; - gets the given item and then stows the item&lt;br /&gt;
* &amp;lt;code&amp;gt;cc&amp;lt;/code&amp;gt; - runs ;circlecheck to show your leveling status. it can take args, like cc 200&lt;br /&gt;
* &amp;lt;code&amp;gt;ct&amp;lt;/code&amp;gt; - toggles crossing-training on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;tm&amp;lt;/code&amp;gt; - toggles training-manager on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;fr&amp;lt;/code&amp;gt; - find room, searches for a room description matching provided text&lt;br /&gt;
* &amp;lt;code&amp;gt;ids&amp;lt;/code&amp;gt; - echos the current mapped connections from the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lr&amp;lt;/code&amp;gt; - echos the full data of the room you&#039;re standing in&lt;br /&gt;
* &amp;lt;code&amp;gt;lfr&amp;lt;/code&amp;gt; - echos the full data of the room a remote room number, pass the number to it&lt;br /&gt;
* &amp;lt;code&amp;gt;ls&amp;lt;/code&amp;gt; - shows all items in the current room you are in that are stealable that are not in base-stealing&lt;br /&gt;
* &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; - these work as a pair, for recording room numbers (like setting up a hunting area); run &amp;lt;code&amp;gt;cb&amp;lt;/code&amp;gt; to start, then &amp;lt;code&amp;gt;rec&amp;lt;/code&amp;gt; in each room you want to record&lt;br /&gt;
* &amp;lt;code&amp;gt;hz&amp;lt;/code&amp;gt; - list all hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;ez&amp;lt;/code&amp;gt; - list all escort hunting zones alphabetically&lt;br /&gt;
* &amp;lt;code&amp;gt;fz&amp;lt;/code&amp;gt; - search hunting zones and get room numbers, e.g. &amp;lt;code&amp;gt;fz wark&amp;lt;/code&amp;gt; returns a list of room numbers for warklins&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sew ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== shape ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sigilharvest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= Script for sigil harvesting&lt;br /&gt;
|usage= Harvests sigils based on parameters passed in as arguments. Can be used to target specific sigils or harvest sigils at random. Automatically detects the current season and reads base-sigils.yaml for rooms containing the desired sigil.&lt;br /&gt;
|args= {{Lich setting|name=&amp;lt;code&amp;gt;;sigilharvest shard congruence 70 10 debug&amp;lt;/code&amp;gt;}}^{{Lich setting|name=city|desc=Full name of city in the vicinity of which to harvest sigils Supported cities are Crossing, Riverhaven, and Shard}}^{{Lich setting|name=sigil|desc=Name of sigil to target or &#039;random&#039; to target a random sigil every loop}}^{{Lich setting|name=precision|desc=Target precision 1 to 100. The script will harvest any sigils that meet or exceed this number. Use &#039;101&#039; to never harvest. Using very low precisions could result in a high number of items in your bags.}}^{{Lich setting|name=roomcap|desc=Optional. Maximum number of rooms to search.}}^{{Lich setting|name=debug|desc=Optional. USe &#039;debug&#039; as final arg to generate additional debug messaging about what the script is doing.}}&lt;br /&gt;
|settings=YAML settings are optional. By default the script avoids most rooms which contain enemies and will maintain a stock of at least 25 scrolls.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    sigil_harvest_settings:&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;danger_rooms: [5713, 656] #Array. Avoid these rooms even if they&#039;re listed in base-sigils.yaml&lt;br /&gt;
    &amp;amp;nbsp;&amp;amp;nbsp;blank_scrolls: 50 #Integer. Minimum number of blank scrolls to keep on hand.}}&lt;br /&gt;
&lt;br /&gt;
== sigilrecorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== skill-recorder ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== slackbot ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= If the status-monitor script detects an problem, it will use this script to send you a Direct Message on Slack.&lt;br /&gt;
|usage= This script should not be run directly. Instead, status-monitor will run it if the slack_username setting is present. On first time setup you will communicate with a lichbot to get a slack token. The token lets you send messages to your username via the bot. You will currently not receive any notification on setup.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=slack_username|desc=Your Slack username. It should be all lowercase.}}&lt;br /&gt;
|uservars={{Lich setting|name=slack_token|desc=The token used to authenticate to a Slack team.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smartlisten ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=If someone teaches you an approved class you&#039;ll start listening.&lt;br /&gt;
|usage=The default list of approved classes is all non-necromancer skills and no sorcery or thievery. Guild-specific skills are approved if you are of that guild. Some specific classes are also removed based on your guild (e.g. remove Arcana for Barbarians).&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smarttransfer ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=safely transfer wounds from the target, avoiding useless injuries in fatal areas&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=bleed|desc=If present, leave external bleeders.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smash-pumpkins ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Travel to the pumpkin vat, buy one, go one room away to smash and repeat until too injured. Then return to the safe room.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=hollow_eve_loot_container|desc=Storage container name.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Smelt the contents of a crucible. Assumes that material has already been placed into the crucible. Smelt refine, to refine metals.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smelt-deeds ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=combines deeds of like metals to save inventory space&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smith ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== smoke ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automates smoking pipes, cigars, and cigarillos.  &lt;br /&gt;
|usage=Ensure you have the required smoking accessories (pipe, lighter, blade, etc.) equipped or stored in your inventory and properly configured in the YAML settings for optimal functionality.  The script supports dynamic updates to smoke images and customizable timings for enhanced roleplay and teaching.  Execute this command &amp;lt;code&amp;gt;;smoke&amp;lt;/code&amp;gt; to see how the script structures arguments to execute script.  Methods to run script; &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;smoke [utensil]&lt;br /&gt;
;smoke [utensil] [image] [repeat] until_out&lt;br /&gt;
;smoke smoke light_only&lt;br /&gt;
;smoke reset_known&lt;br /&gt;
;smoke teach [utensil] [player] [image]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args={{Lich setting|name=[utensil]|desc=Item to be smoked. e.g. pipe or cigar or cigarillo}}^&lt;br /&gt;
{{Lich setting|name=[image]|desc=Option to select a particular image out of your known images. e.g. dear}}^&lt;br /&gt;
{{Lich setting|name=[repeat]|desc=Smoke this number of pieces of tobacco to smoke. e.g. 1}}^&lt;br /&gt;
{{Lich setting|name=until_out|desc=Smoke until out of tobacco in your container.}}^{{Lich setting|name=light_only|desc=Lights the provided smoke utensil.}}^&lt;br /&gt;
{{Lich setting|name=reset_known|desc=Reset stored variables of known smoke images to be used after learning one or more new images.}}^&lt;br /&gt;
{{Lich setting|name=teach|desc=Teaches or learn smoke images with other character.}}^&lt;br /&gt;
{{Lich setting|name=player|desc=Character to teach of learn the image.  Images use []}}&lt;br /&gt;
&lt;br /&gt;
|settings={{Lich setting|name=container|desc=The container where smoking accessories are stored.}}^&lt;br /&gt;
{{Lich setting|name=pipe|desc=Specifies the type of pipe to use.}}^&lt;br /&gt;
{{Lich setting|name=lighter|desc=Specifies the type of lighter to use.}}^&lt;br /&gt;
{{Lich setting|name=blade|desc=Specifies the blade to light with flint smoking material. Be sure to have flint stored in your container as well.}}^&lt;br /&gt;
{{Lich setting|name=time_between_exhales|desc=Time interval (in seconds) between exhales. Default: 3 seconds.}}^&lt;br /&gt;
{{Lich setting|name=clean_list_of_mastered|desc=Boolean setting to clear the list of mastered smoke images. Default: true.}}^&lt;br /&gt;
{{Lich setting|name=smoke_room|desc=Will take you to a specific room to smoke images.}}^&lt;br /&gt;
{{Lich setting|name=smoke_images|desc=List of available smoke images.}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
YAML Setup Example:&lt;br /&gt;
&lt;br /&gt;
  smoke:&lt;br /&gt;
    container: tobacco pouch&lt;br /&gt;
    pipe: cherrywood pipe&lt;br /&gt;
    lighter: lava drake&lt;br /&gt;
    blade: throwing dagger&lt;br /&gt;
    time_between_exhales: 45&lt;br /&gt;
    clean_list_of_mastered: true&lt;br /&gt;
    smoke_room: xxxx&lt;br /&gt;
    smoke_images:&lt;br /&gt;
      -  deer    &lt;br /&gt;
      -  dragon  &lt;br /&gt;
      -  horse   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|uservars={{Lich setting|name=smoke_images_known|desc=}}^{{Lich setting|name=smoke_images_mastered|desc=}}&lt;br /&gt;
&lt;br /&gt;
|children=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorcery ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sort-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This is an alternative to stack-scrolls. This script uses all scroll stackers of the same noun, labeled with the guild.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without any arguments, it will search your default_container for scrolls and put the in the correct cases.&lt;br /&gt;
&lt;br /&gt;
|args=&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls [container]&amp;lt;/code&amp;gt; Script will search container specified for scrolls.^&lt;br /&gt;
&amp;lt;code&amp;gt;;sort-scrolls find [spell]&amp;lt;/code&amp;gt; Script will try to find a scroll matching the spell specified and remove a copy if one exists.  You can search for partial names, but if it matches more than 1 spell (fire rain, fire shards, etc), it will pick the first one alphabetically.&lt;br /&gt;
&lt;br /&gt;
You need 10 scroll stackers all with the same noun, and you have to put a wax label on each of them and label them with guild names.&lt;br /&gt;
They should look like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Bard&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Cleric&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Empath&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Moon Mage&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Necromancer&amp;quot;&lt;br /&gt;
a striking felwood scroll case topped with a trio of silver-infused Gnomish kocho labeled &amp;quot;Paladin&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Ranger&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Trader&amp;quot;&lt;br /&gt;
a vibrant pink leather scroll case lined with spun rainbow labeled &amp;quot;Warrior Mage&amp;quot;&lt;br /&gt;
a cerulean watersilk scroll case secured with a silver clasp labeled &amp;quot;Extras&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Extras&amp;quot; case is for overflow if any of the other cases get full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;scroll_sorter:&lt;br /&gt;
    stacker: scroll folio&lt;br /&gt;
    stacker_container: haversack&lt;br /&gt;
    scroll_nouns: [&#039;cerulean scroll&#039;, &#039;glittery-pink scroll&#039;, &#039;silver-stippled scroll&#039;, &#039;gold-stippled scroll&#039;]&lt;br /&gt;
    close_container: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stacker|desc=The noun or adjective and noun of the case type you&#039;re using.}}^&lt;br /&gt;
{{Lich setting|name=stacker_container|desc=Where you have your cases stored.  The script will put them back there as well. If you don&#039;t specify this setting, it will use default_container: instead.}}^&lt;br /&gt;
{{Lich setting|name=scroll_nouns|desc=Specify any custom scroll types that come from different cases and also from custom papers you can use.}}^&lt;br /&gt;
{{Lich setting|name=close_container|desc=Closes the stacker container when the script ends if this is true.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== sorter ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background and reformats the contents when you look in/on/behind/under items.&lt;br /&gt;
|usage=Run it and leave it. ;sorter &amp;lt;optional table arg&amp;gt;&lt;br /&gt;
|args=table (outputs a table format)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== spin ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stabbity ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Stabbity is designed for thieves, and relies on backstab and thrown weapons to kill things quickly. It&#039;s useful in invasions and events.&lt;br /&gt;
|usage=&lt;br /&gt;
When run without a mode specified  (e.g. &amp;lt;code&amp;gt;;stabbity&amp;lt;/code&amp;gt;), stabbity will wield your weapon and hide, killing any mob in the room. If no mobs are present, it will wait in hiding for one to arrive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Configuration&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;stabbity:&lt;br /&gt;
  eliminate: true&lt;br /&gt;
  weapons:&lt;br /&gt;
    preferred: glaes pasabas&lt;br /&gt;
    alternate: judge&#039;s gavel&lt;br /&gt;
    thrown: throwing club&lt;br /&gt;
  use_alternate_on:&lt;br /&gt;
    - archer&lt;br /&gt;
    - soldier&lt;br /&gt;
    - dryad&lt;br /&gt;
    - oshu&lt;br /&gt;
    - frostweaver&lt;br /&gt;
    - guardian&lt;br /&gt;
  use_thrown_on:&lt;br /&gt;
    - hawk&lt;br /&gt;
    - gryphon&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
{{Lich setting|name=mode|desc=Optional, can be one of:^&lt;br /&gt;
* &#039;&#039;equip&#039;&#039;: Wields your preferred weapon.^&lt;br /&gt;
* &#039;&#039;cleanup&#039;&#039;: Sheathes your preferred weapon.^&lt;br /&gt;
* &#039;&#039;single&#039;&#039;: Kills all mobs in the current room and exits. Does not wait for mob to arrive.^&lt;br /&gt;
* &#039;&#039;arena&#039;&#039;: Used to run the Dusk Ruin arena.}}^&lt;br /&gt;
{{Lich setting|name=noloot|desc=Do not loot mobs when killed.}}&lt;br /&gt;
|settings=&lt;br /&gt;
{{Lich setting|name=stabbity:eliminate|desc=True/False.  Only used during arena.  Will use krhi eliminate at the beginning of rounds 5/10/15/20/25. &#039;&#039;&#039;Only include if you are a thief with khri eliminate.&#039;&#039;&#039;}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:preferred|desc=The name of the weapon you wish to backstab with.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:alternate|desc=The name of the weapon you wish to use for mobs defined in use_alternate_on.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:weapons:thrown|desc=The name of the weapon you wish to use for mobs defined in use_thrown_on.  If this is left off, then it will never try thrown (useful for characters with passive abilities that can force flying thins to land - ex khri terrify).}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_alternate_on|desc=List of mobs on which to use your alternate weapon.}}^&lt;br /&gt;
{{Lich setting|name=stabbity:use_thrown_on|desc=List of mobs on which to use your thrown weapon.}}&lt;br /&gt;
|uservars={{Lich setting|name=stabbity_debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== stack-scrolls ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Scroll stacker manager script that stores and retrieves scrolls using stackers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== status-monitor ==&lt;br /&gt;
&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Informs user of high-frequency game output and characters current health via a small window. Useful for keeping tabs on multiple characters.&lt;br /&gt;
|usage=Trust status monitor then run it. &lt;br /&gt;
|args={{Lich setting|name=debug|desc=Turns on debugging messages.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== steal ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=hide_to_steal|desc=set to false if you do not wish to hide to steal.}}^{{Lich setting|name=bin_stolen|desc=set to true for Thieves who wish to bin stolen goods.}}^{{Lich setting|name=stealing_bag|desc=storage bag for stolen goods if bin_stolen: true}}^{{Lich setting|name=slow_bin_speed|desc=set to true to bin items slower.  Resolves type-ahead issue for Genie users.}}^{{Lich setting|name=steal_past_mindlock|desc=set to true if you wish to continue stealing after Thievery is locked.}}^{{Lich setting|name=dont_steal_list|desc=list items by id# identified in &#039;&#039;&#039;base-stealing.yaml&#039;&#039;&#039; to skip these items when stealing.}}^{{Lich setting|name=stealing_buffs|desc=list of buffs to use before starting stealing run.}}^{{Lich setting|name=stealing_high_acceptable_count|desc=.}}^{{Lich setting|name=stealing_low_acceptable_count|desc=.}}^{{Lich setting|name=npc_stealing_attempt_count|desc=Numeric amount of stealing attempts on NPCs (minstrel, veteran, etc.)}}^{{Lich setting|name=stealing_options|desc=list of stealable items in base-stealing.yaml}}^&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== study-art ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Walks through the Crossing art gallery and appraises each piece on display. Trains scholarship and appraisal.&lt;br /&gt;
|usage=Just run it. e.g. &amp;lt;code&amp;gt;;study-art&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== su-helmas ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs catacombs tasks (empath) until you&#039;re out of tickets or out of room in your bag&lt;br /&gt;
|usage=Just run it&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=loot_container|desc=Bag to store your loot}}^&lt;br /&gt;
{{Lich setting|name=redeem_contract|desc=true will redeem a contract if you don&#039;t have one redeemed, and continue to do so until you&#039;re out. False only runs if you&#039;ve redeemed a contract}}^&lt;br /&gt;
{{Lich setting|name=contract_container|desc=container where your contracts are stored.}}^&lt;br /&gt;
{{Lich setting|name=weapon|desc=weapon to use for the tasks. Any melee weapon will do}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
suhelmas:&lt;br /&gt;
  catacombs:&lt;br /&gt;
    loot_container: backpack&lt;br /&gt;
    redeem_contract: true&lt;br /&gt;
    contract_container: haversack&lt;br /&gt;
    weapon: scimitar&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== summoning ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Trains summoning via summoning and breaking a magical weapon. Summons admittance to build up charges to summon a weapon. [[Warrior Mages]] must have already {{com|align}}ed to an element.&lt;br /&gt;
|settings={{Lich setting|name=summoning_target_increment|desc=The desired number of mind states to increase by. Respects crossing_training_max_threshold as an upper threshold.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== t2 ==&lt;br /&gt;
{{Lich script &lt;br /&gt;
|description=An alternative trainer script that runs sub-scripts to train skills based on thresholds and conditions.  Supplemental information: https://github.com/elanthia-online/dr-scripts/wiki/T2-Tutorial&lt;br /&gt;
|usage=Run the script, optionally with the nodelay argument to skip startup delays. &lt;br /&gt;
|args={{Lich setting&lt;br /&gt;
|name=nodelay|desc=Optional argument to bypass t2_startup_delay.}} &lt;br /&gt;
|settings=^{{Lich setting&lt;br /&gt;
|name=t2_startup_delay|desc=Delay (in seconds) before starting training.}}^ {{Lich setting&lt;br /&gt;
|name=t2_skip_awaken|desc=If true, skips the awaken command at startup.}}^ {{Lich setting&lt;br /&gt;
|name=t2_avoids|desc=Configures avoid settings.}}^ {{Lich setting&lt;br /&gt;
|name=t2_burgle_every_block|desc=If true, runs the burgle script at every training cycle.}}^ {{Lich setting&lt;br /&gt;
|name=t2_before_startup|desc=Array of scripts or actions to execute before training begins.}}^ {{Lich setting&lt;br /&gt;
|name=t2_after_shutdown|desc=Array of scripts or actions to execute during controlled shutdown.}}^ {{Lich setting&lt;br /&gt;
|name=training_list|desc=Array of training tasks with thresholds, scripts, and conditions.}}^ {{Lich setting&lt;br /&gt;
|name=exp_timers|desc=Hash defining cooldowns for skills.}}&lt;br /&gt;
&amp;lt;pre&amp;gt;t2: t2_startup_delay: 30 t2_skip_awaken: false t2_avoids: - type: join state: on - type: hold state: on - type: drag state: on t2_burgle_every_block: true t2_before_startup: - preparation_script t2_after_shutdown: - cleanup_script training_list: - skill: arcana start: 20 name: Magic Training scripts: - magic-practice-script - skill: hunting start: 15 scripts: - hunt-script exp_timers: arcana: 60 hunting: 120 &amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== task-forage ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Completes foraging tasks given by Mags in the Crossing, and the flower peddler in Shard, in order to train Trading.&lt;br /&gt;
|usage= Start the script. If using T2 and especially while in Shard, consider setting never_wait = true and using a 30 second T2 timer for Trading (to avoid sitting around on cooldown too often, waiting for the right task type).&lt;br /&gt;
|args= &amp;quot;Crossing&amp;quot; or &amp;quot;Shard&amp;quot; to force tasks in a specific area.&lt;br /&gt;
|settings={{Lich setting|name=container|desc=Optional.  Where to temporarily store gathered task items. Default is &amp;lt;code&amp;gt;backpack&amp;lt;/code&amp;gt;}}^{{Lich setting|name=task_boosts|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional.  Whether or not to use BOOST TASK in order to reduce task cooldowns.}}^{{Lich setting|name=collect|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. Use COLLECT for large tasks instead of FORAGE (only use if you know you can COLLECT reliably for all tasks.}}^{{Lich setting|name=trading_limit|desc=Optional. Target Trading mindstates before the script will exit.}}^{{Lich setting|name=never_wait|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. Exit as soon as a task cooldown is encountered.}}^{{Lich setting|name=wait_in_place|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. If waiting for a cooldown, do it by collecting rocks at the task giver. If false, the script will run outdoorsmanship.lic at your outdoors_room or safe_room.}}^{{Lich setting|name=debug|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. Show verbose debug messaging}}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  task_forage_settings:&lt;br /&gt;
    container: backpack&lt;br /&gt;
    task_boosts: false&lt;br /&gt;
    collect: false&lt;br /&gt;
    trading_limit: 30&lt;br /&gt;
    never_wait: false&lt;br /&gt;
    wait_in_place: true&lt;br /&gt;
    # Show verbose debug messaging&lt;br /&gt;
    debug: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
|uservars= {{Lich setting|name=task_forage|desc=Tracks wandering task givers&#039; last known locations, and if you have recently failed collecting an item. Ex: &amp;lt;code&amp;gt;task_forage:  &amp;quot;item_failures&amp;quot;=&amp;gt;&amp;quot;&amp;quot;, &amp;quot;npcs&amp;quot;=&amp;gt; &amp;quot;peddler&amp;quot;=&amp;gt;2567&amp;lt;/code&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tarantula ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Manages the automated usage of the biomechanical tarantula, a gift handed out for patrons of Hollow Eve 432.&lt;br /&gt;
|usage=Run &amp;lt;code&amp;gt;;tarantula&amp;lt;/code&amp;gt; after adjusting YAML settings as desired.  Can be added to startup.  The script watches for skills near max-mindstate to sacrifice for their bonus, with different behavior depending on if you&#039;re in combat or not.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=^{{Lich setting|name=tarantula_startup_delay|desc=Number of seconds to wait after first starting before it will eat skills.  Useful when tarantula is added to autostarts, so that it doesn&#039;t eat skills on first login, before login drain.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_noun|desc=Change if you&#039;ve had a tarantula alteration or if you bought the harvester spider at 2020 Corn Maze. Use both the adjective and noun.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_debug|desc=Set true if you wish to see debug messages}}^&lt;br /&gt;
{{Lich setting|name=tarantula_excluded_skills|desc=A list of skills never to sacrifice to the tarantula.}}^&lt;br /&gt;
{{Lich setting|name=tarantula_no_use_scripts|desc=A list of scripts defined by you, during which the tarantula will not activate.}}^&lt;br /&gt;
{{Lich setting|name=tarantula|desc=A list of skills, organized by skillset and by whether you want them sacrificed in and/or out of combat as defined by whether combat-trainer is running.  These are the prioritized choices, however ;tarantula will choose other full skills in that sphere if none of its prioritized skills are available, unless they are listed in &amp;lt;code&amp;gt;tarantula_excluded_skills&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tarantula:&lt;br /&gt;
  Armor:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Chain Armor&lt;br /&gt;
    - Brigandine&lt;br /&gt;
    - Plate Armor&lt;br /&gt;
    - Light Armor&lt;br /&gt;
    - Defending&lt;br /&gt;
  Weapon:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Melee Mastery&lt;br /&gt;
    - Missile Mastery&lt;br /&gt;
  Magic:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Utility&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Lunar Magic&lt;br /&gt;
    - Warding&lt;br /&gt;
    - Augmentation&lt;br /&gt;
    - Utility&lt;br /&gt;
  Survival:&lt;br /&gt;
    combat:&lt;br /&gt;
    - Evasion&lt;br /&gt;
    - Skinning&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Outdoorsmanship&lt;br /&gt;
  Lore:&lt;br /&gt;
    non_combat:&lt;br /&gt;
    - Appraisal&lt;br /&gt;
    - Performance&lt;br /&gt;
    - Scholarship&lt;br /&gt;
&lt;br /&gt;
An example of exclusions added to a yaml:&lt;br /&gt;
&lt;br /&gt;
tarantula_excluded_skills:&lt;br /&gt;
  - Large Edged&lt;br /&gt;
  - Brawling&lt;br /&gt;
  - Evasion&lt;br /&gt;
  - Parry&lt;br /&gt;
  - Shield&lt;br /&gt;
  - Athletics&lt;br /&gt;
  - Crossbow&lt;br /&gt;
  - Slings&lt;br /&gt;
  - Light Thrown&lt;br /&gt;
  - Bow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}^&lt;br /&gt;
|uservars={{Lich setting|name=tarantula_last_use|desc=The last time the tarantula was sacrificed to.}}^{{Lich setting|name=tarantula_last_skillset|desc=The last sphere sacrificed to, since the tarantula can&#039;t be used on the same sphere twice in a row.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendme ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for self. On start, checks {{com|health}} for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=train|desc=If present, unwrap and rebind wounds for optimum learning.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tendother ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Automatic wound tender for another player. On start, looks for bleeding wounds and tends them, then watches for messages to unbind or retend wounds.&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=player|desc=Name of the player to tend.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tessera ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses the Tessera item every 6 minutes, 15 second (default). Runs in the background and handles safe pausing and unpausing running scripts.&lt;br /&gt;
|usage= Will attempt to ask retrieve the character&#039;s Tessera by asking it about invest. The script manages the handling of the item to and from storage container and pauses/unpauses scripts.&lt;br /&gt;
|args= None&lt;br /&gt;
|settings={{Lich setting|name=tessera_noun|desc=Item noun. (Default = Tessera).}}^{{Lich setting|name=tessera_retry_interval|desc=Interval in seconds to retry asking the Tessera about invest. (Default = 375).}}^{{Lich setting|name=tessera_startup_delay|desc=Startup delay in seconds Tessera script. Purpose is to avoid other startup conflicts. (Default = 15).}}^{{Lich setting|name=tessera_no_use_scripts|desc=List of scripts that when running delay or pause the processing of the Character&#039;s Tessera attempt.}}^{{Lich setting|name=tessera_no_use_rooms|desc=Add room title to the regex to avoid using the Tessera if in a particular room.}}^{{Lich setting|name=tessera_mindstates|desc=The Trading mindstate threshold below which (or equal to) you will use your tessera. Like a T2 start #, you will only use your tessera if your Trading mindstate is less than this number. (Default=3)}}&lt;br /&gt;
|uservars= {{Lich setting|name=tessera_last_use|desc=Keeps track of the last time asking the Tessera about invest was attempted. Ex: tessera_last_use:  2022-03-21 22:48:29 -0700.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== textsubs ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Provides in-game text substitution capabilities; comes with many defaults (e.g. appraisal and combat messages).&lt;br /&gt;
|usage=&lt;br /&gt;
Example of adding a sub: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;TextSubs.add(&#039;^(\s+)no (puncture|slice|impact|fire|cold|electric) damage&#039;,&#039;\1no (0/27) \2 damage&#039;)&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clear out all stored subs with &amp;lt;code&amp;gt;TextSubs.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== theurgy ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=train theurgy by working up devotion and doing communes&lt;br /&gt;
|usage= Recommended - Eluned (holy water)&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=theurgy_supply_container|desc=Container for storing wine, flint, and incense.}}^{{Lich setting|name=water_holder|desc=Vessel that you store holy water in.}}^{{Lich setting|name=flint_lighter|desc=Blade for lighting flint.}}^{{Lich setting|name=immortal_aspect|desc=for bead carving/meditation (must be aspect of god you last got a favor from).}}^{{Lich setting|name=theurgy_prayer_mat_room|desc=Room in which to use your prayer mat.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
theurgy_prayer_mat_room: 1234&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== titlecheck ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks for new titles since the last time you ran the script.&lt;br /&gt;
|usage=Run the script and provide a set of titles to check (e.g. ;titlecheck moonmage). On the first run for that title set, all titles will be reported as new. Running the script afterwards will report only new titles.&lt;br /&gt;
|args=title_set&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=titles&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== tome ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Uses scholarship tomes (such as those sold at Tomes of Lore) to train scholarship.&lt;br /&gt;
|usage= The script has two modes: active and passive. Active will focus on studying until your scholarship mindstate goal is reached. Passive will run continuously in the background. With passive mode, tome will only get your book and study it when another primary whitelisted script is running (such as attunement sigil), to maximize scholarship training. You can add more passive-whitelisted scripts in your YAML, but you should only add scripts that will have at least one hand free to hold the book.&lt;br /&gt;
|args= &amp;quot;active&amp;quot; to pull out your tome and study it to completion.&lt;br /&gt;
|settings=|settings={{Lich setting|name=tome_name|desc=Name of the tome to study. Books with more pages tend to be better for passive training.}}^{{Lich setting|name=second_to_last_page|desc=Excerpt from the second-to-last page. Required for newer books that lack predefined data. Example: “But, she is a great warrior with the fury of a mother.”}}^{{Lich setting|name=quit_early|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. Whether to stow the tome before finishing the last page, avoiding a 50% concentration hit.}}^{{Lich setting|name=scholarship_limit|desc=Optional. Target scholarship mindstate to train to before stopping. Example: &amp;lt;code&amp;gt;30&amp;lt;/code&amp;gt;.}}^{{Lich setting|name=passive|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. If true, runs in the background and trains passively until conditions are met. If false, focuses actively until scholarship goal is reached, then exits.}}^{{Lich setting|name=passive_scripts|desc=List of scripts that are safe to study while running (require at least one free hand). Example: &amp;lt;code&amp;gt;appraisal, attunement, first-aid, outdoorsmanship, crossing-repair, task-forage&amp;lt;/code&amp;gt;.}}^{{Lich setting|name=debug|desc=&amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt;. Optional. Enables verbose debug output.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tome_settings:&lt;br /&gt;
  tome_name: kuwinite codex # Books with more pages tend to be better for passive training. &lt;br /&gt;
  second_to_last_page: But, she is a great warrior with the fury of a mother # Although some books have this data pre-defined, if you&#039;re using a relatively new book you will need to specify an excerpt of text from the second-to-last page.&lt;br /&gt;
  # Try to stow the tome before finishing the last page, which comes with a 50% concentration hit and not much scholarship at higher ranks&lt;br /&gt;
  quit_early: true&lt;br /&gt;
  # Target mindstates to train to&lt;br /&gt;
  scholarship_limit: 30&lt;br /&gt;
  # If true, the script will remain running in the background until specific conditions are met that allow for training&lt;br /&gt;
  # If false, the script will run actively, focusing on studying until you hit your scholarship goal, and exit.&lt;br /&gt;
  passive: true&lt;br /&gt;
  # A list of scripts that are safe to get a tome out and study while running. Only include scripts where you&#039;ll have at least 1 hand free&lt;br /&gt;
  passive_scripts:&lt;br /&gt;
  - appraisal&lt;br /&gt;
  - attunement&lt;br /&gt;
  - first-aid&lt;br /&gt;
  - outdoorsmanship&lt;br /&gt;
  - crossing-repair&lt;br /&gt;
  - task-forage&lt;br /&gt;
  debug: false&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Do caravan trading in Zoluren&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;|usage=&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;;trade closeup &amp;lt;/code&amp;gt; &lt;br /&gt;
will deliver all remaining crates, then return your caravan to avoid fees.&lt;br /&gt;
* &amp;lt;code&amp;gt;;trade hunt &amp;lt;/code&amp;gt; &lt;br /&gt;
will occasionally run a hunt defined in your charactername-caravanhunt.yaml file (see Quillith-caravanhunt.yaml) whenever you stop in your hometown and your Trading exp is high enough.&lt;br /&gt;
* &amp;lt;code&amp;gt;;trade duration &amp;lt;/code&amp;gt; &lt;br /&gt;
will run for X minutes before locking down new contracts and closing up.&lt;br /&gt;
* &amp;lt;code&amp;gt;;trade roomid &amp;lt;/code&amp;gt; &lt;br /&gt;
will take your caravan to a particular room.&lt;br /&gt;
&lt;br /&gt;
== train ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Train the given attributes. It is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
Arguments are the name of the attribute to train, with an optional number of trainings (Defaults to 1):&lt;br /&gt;
* &amp;lt;code&amp;gt;;train&amp;lt;/code&amp;gt; &lt;br /&gt;
No arguments: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train st&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;quot;st&amp;quot; is ambiguious between stamina and strength: nothing happens&lt;br /&gt;
* &amp;lt;code&amp;gt;;train sta w2&amp;lt;/code&amp;gt;&lt;br /&gt;
Trains stamina once and wisdom twice&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== training-manager ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description= High level script for managing combat and non combat training&lt;br /&gt;
|usage= Will alternate training in the crossing and hunting with a focus on either in or out of combat as specified. Heals and repairs after combat.&lt;br /&gt;
|args=&lt;br /&gt;
|settings={{Lich setting|name=training_manager_hunting_priority|desc=Set to true will cause it to focus on combat training at the expense of out of combat.}}^{{Lich setting|name=training_manager_priority_skills|desc=List of combat skills to monitor when it should go hunting again, only used if hunting_priority is set true.}}^{{Lich setting|name=training_manager_town_duration|desc=Number of minutes to limit town training to before going hunting. This works when hunting priority is true or false}}^{{Lich setting|name=mine_while_training|desc=Set to true will cause town training to start with a mining loop.}}^{{Lich setting|name=favor_goal|desc=Number of favors to work towards, if this is set will work on favors while training.}}^{{Lich setting|name=favor_god|desc=Desired immortal to request favor orb for Must be set for favor gathering to work properly.}}^{{Lich setting|name=repair_timer|desc=Time in seconds between each run of crossing-repair. Default is 10 minutes, or 600 seconds.}}^{{Lich setting|name=repair_withdrawal_amount|desc=Amount of currency to withdrawal for each repair. Default amount is 10,000.}}^{{Lich setting|name=skip_repair|desc=True/false setting. Use true to skip all crossing-repair functionality. Default is false.}}&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=mining-buddy,sell-loot,hunting-buddy,crossing-training,safe-room,crossing-repair&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== transfer-items ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Transfers all items from one container to another. It may need to be run multiple times if you have a lot of stuff. If you use an adjective you must type it completely in double quotes, e.g. &amp;quot;hide sack&amp;quot;, not &amp;quot;h sack&amp;quot;.&lt;br /&gt;
|usage=&lt;br /&gt;
* Transfer all items from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items backpack haversack&lt;br /&gt;
&lt;br /&gt;
* Transfer only items that respond to &amp;lt;noun&amp;gt; from &amp;lt;source&amp;gt; to &amp;lt;destination&amp;gt;&lt;br /&gt;
  ;transfer-items &amp;lt;source&amp;gt; &amp;lt;destination&amp;gt; &amp;lt;noun&amp;gt;&lt;br /&gt;
  ;transfer-items backpack quiver arrows&lt;br /&gt;
|args={{Lich setting|name=source|desc=Source container.}}^{{Lich setting|name=destination|desc=Destination container.}}^{{Lich setting|name=noun|desc=If specified, only items with this noun will be transferred.}}&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== truffenyi-commune-quest ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs in the background to do all actions required during the truffenyi commune quest, praying to the gods presented in the visions and dropping any food items that appear in your hands. This should be run somewhere safe, without other scripts running because they can interfere. Start after drinking the vial created from your mini altar twice.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== validate ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Checks character yamls for common mistakes.&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== vanity-pet ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Some [[vanity pet|vanity pets]], like hogs and monkeys, can be set on the ground to follow you. At times, these pets need to be stowed away for safe keeping, such as before [[Breaking_and_Entering|burgling]] so that they aren&#039;t lost when a room unloads. When stowing, the script will wait for pet to arrive in your room (sometimes the pet may lag behind, especially if you move fast and far).&lt;br /&gt;
|usage=Run to stow your pet before burgling or entering combat. Drop your pet at other times when you want it to follow you. &lt;br /&gt;
|args=&lt;br /&gt;
&lt;br /&gt;
* Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  vanity-pet pet_action pet_name pet_container [debug]&lt;br /&gt;
&lt;br /&gt;
   pet_action     STOW or DROP to either stow your pet in their container or drop them to the ground. &lt;br /&gt;
&lt;br /&gt;
   pet_name       Name of your pet. &lt;br /&gt;
&lt;br /&gt;
   pet_container  Container for your pet. &lt;br /&gt;
&lt;br /&gt;
   debug          Enable debug output &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Drop Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog from my woven.sack&lt;br /&gt;
&lt;br /&gt;
You pluck a lazy farm hog from a soft woven sack with a golden piglet charm, the creature snorting as you wake it up.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;drop my farm.hog&lt;br /&gt;
&lt;br /&gt;
You set the farm hog on the ground.  It trots around you in a circle, happily oinking.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Stow Pet Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; ;vanity-pet stow farm.hog woven.sack&lt;br /&gt;
&lt;br /&gt;
--- Lich: vanity-pet active.&lt;br /&gt;
&lt;br /&gt;
[vanity-pet]&amp;gt;get farm.hog&lt;br /&gt;
&lt;br /&gt;
You scoop the farm hog up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &lt;br /&gt;
[vanity-pet]&amp;gt;put my farm.hog in my woven.sack&lt;br /&gt;
&lt;br /&gt;
You tuck your farm hog into its snug woven sack and it curls up to go to sleep, snorting softly.&lt;br /&gt;
&amp;gt; &lt;br /&gt;
--- Lich: vanity-pet has exited.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|settings=&lt;br /&gt;
&lt;br /&gt;
Hook into hunting-buddy:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
hunting_info:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hook into burgle:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
burgle_settings:&lt;br /&gt;
  before:&lt;br /&gt;
  - vanity-pet stow farm.hog woven.sack&lt;br /&gt;
  after:&lt;br /&gt;
  - vanity-pet drop farm.hog woven.sack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wait ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Designed for use with the &#039;&#039;&#039;multi&#039;&#039;&#039; script to pause N seconds between commands.&lt;br /&gt;
|usage=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: Runs &#039;somescript&#039; 20 times with a 100 second interval between each run.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 20,:wait 100,:somescript&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example: Coughs, waits 5 seconds, sneezes, waits 5 seconds, then hiccups.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;multi 1,cough,:wait 5,sneeze,:wait 5,hiccup&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== walkingastro ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Runs as a background script whose aim is to keep your prediction pools filling and the Astrology Skill moving.&lt;br /&gt;
|usage=On a 215 second timer, while not in combat (or while a series of other scripts are running), it will grab your telescope and if day observe the Sun, if night observe the Heart constellation. If your survival prediction pool fills, the script will instead align and predict against a survival skill. The aim of the script is to keep Astrology moving while you are out and about with your character, without having to rely on the ;astrology script.&lt;br /&gt;
&lt;br /&gt;
Note, walkingastro will wait and not fire while the following scripts are running: &#039;steal&#039;, &#039;combat-trainer&#039;, &#039;pick&#039;, &#039;craft&#039;, &#039;shape&#039;, &#039;sew&#039;,&#039;bescort&#039;, &#039;remedy&#039;, &#039;forge&#039;, &#039;carve&#039;, &#039;performance&#039;, &#039;theurgy&#039;, &#039;hlctheurgy&#039;, &#039;astrology&#039;, &#039;astrology2&#039;, &#039;study-art&#039;, &#039;mech-lore&#039;, &#039;first-aid&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally, this script assumes that you have a telescope (see Astrology for telescope support settings) and that Piercing Gaze is up. &lt;br /&gt;
&lt;br /&gt;
It is highly recommended that you add PG to your list of in/out of combat buff spells.&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== wand-watcher ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=Activates wands automatically based on cooldown timer&lt;br /&gt;
|usage=Best added to character autostart.&lt;br /&gt;
&lt;br /&gt;
You need to be intelligent about how cooldown / count interact.  If you only have 1 and the cooldown is 60 minutes, don&#039;t set a value less than 60 minutes.&lt;br /&gt;
&lt;br /&gt;
* Example Settings:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
wands:&lt;br /&gt;
  # magic wand:                     #Adj + Noun of the wand.  Must be unique  [Mandatory]&lt;br /&gt;
  #   activation message: Foo Bar   #Spell activation message                 [Mandatory]&lt;br /&gt;
  #   activate verb: tap            #Verb used to activate the wand           [Optional - defaults to &#039;tap&#039;]&lt;br /&gt;
  #   container: backpack           #Container where the wand(s) are stored   [Mandatory]&lt;br /&gt;
  #   cooldown: 32                  #minutes between activation attempts      [Optional - defaults to 30]&lt;br /&gt;
  #   count: 2                      #number of wands you have                 [Optional - defaults to 2]&lt;br /&gt;
  #   spell: FooBaz                 # Name of spell wand casts                [Optional - disables buff check if absent]&lt;br /&gt;
  #   min duration: 2               # Min buff time before it will recast     [Optional - defaults to 1]&lt;br /&gt;
&lt;br /&gt;
  bloodwood branch:&lt;br /&gt;
    activation message: The world around you seems to slow as the spell grips your mind.&lt;br /&gt;
    activate verb: tap&lt;br /&gt;
    container: rucksack&lt;br /&gt;
    cooldown: 32&lt;br /&gt;
    count: 2&lt;br /&gt;
    spell: Mental Focus&lt;br /&gt;
    min duration: 3&lt;br /&gt;
  ironwood wand:&lt;br /&gt;
    activation message: A glistening net of coiling tendrils interlaces itself across your muscles&lt;br /&gt;
    activate verb: rub&lt;br /&gt;
    container: haversack&lt;br /&gt;
    cooldown: 34&lt;br /&gt;
    count: 2&lt;br /&gt;
    spell: Heroic Strength&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while these scripts are running.&lt;br /&gt;
wand_watcher_no_use_scripts:&lt;br /&gt;
  - burgle&lt;br /&gt;
  - go2&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t try to grab any wands while in these rooms (generally anti-magic rooms), can use roomnumber, title or regex that matches the title.&lt;br /&gt;
wand_watcher_no_use_rooms:&lt;br /&gt;
  - 1900                                          # Crossing bank teller - included with regex below but shown for example&lt;br /&gt;
  - Knife Clan, Triage                            # Dokt - silenced room&lt;br /&gt;
  - !ruby/regexp &#039;/^(?:First )?Provincial Bank,/&#039; # Crossing Bank - mapped, but 1 regex- -&amp;gt; 3 rooms&lt;br /&gt;
  - !ruby/regexp &#039;/Carousel (?:Booth|r)$/&#039;        # Vaults - unmapped silenced / nomagic&lt;br /&gt;
&lt;br /&gt;
# Wait n seconds on startup before doing anything [Optional - defaults to 10 s]&lt;br /&gt;
wand_watcher_startup_delay: 10  &lt;br /&gt;
# Wait n seconds between checks for reusing wands [Optional - defaults to 60 s]&lt;br /&gt;
wand_watcher_passive_delay: 60  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|args=&lt;br /&gt;
|settings=See example for explanation.&lt;br /&gt;
|uservars={{Lich setting|name=wand_watcher_timers|desc=Persistent storage for next use time for all wands.}}&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== weave-cloth ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=This script is intended to be used in [[RanikMap1|The Crossing]].&lt;br /&gt;
|usage=&lt;br /&gt;
|args=&lt;br /&gt;
|settings=&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== workorders ==&lt;br /&gt;
{{Lich script&lt;br /&gt;
|description=completes a workorder for the given discipline.  Supplemental information: https://github.com/elanthia-online/dr-scripts/wiki/Crafting-Setup&lt;br /&gt;
|usage=&lt;br /&gt;
|args={{Lich setting|name=type|desc=Type of workorder to do, blacksmithing, tailoring, shaping.}}&lt;br /&gt;
|settings={{Lich setting|name=crafting_container|desc=Bag that materials, tools, and books are stored in.}}^{{Lich setting|name=workorder_diff|desc=difficulty of workorder to request.}}^{{Lich setting|name=crafting_recipes|desc=List of crafting recipes in base-crafting.yaml.}}^{{Lich setting|name=forging_tools|desc=List of tools used in forging.}}^{{Lich setting|name=forging_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=forging_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=forging_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=knitting_tools|desc=List of tools used in knitting.}}^{{Lich setting|name=outfitting_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=outfitting_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=outfitting_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=shaping_tools|desc=List of tools used in shaping.}}^{{Lich setting|name=engineering_belt|desc=Set up this has if you have a toolbelt for this craft.}}^{{Lich setting|name=engineering_belt:name|desc=Unique name of belt.}}^{{Lich setting|name=engineering_belt:items|desc=List of items held on the belt.}}^{{Lich setting|name=carving_tools|desc=List of tools used in carving.}}^{{Lich setting|name=workorder_min_items|desc=Minimum number of items in the workorder required to accept.}}^{{Lich setting|name=workorder_max_items|desc=Maximum number of items in the workorder required to accept. Set to 5 or below or run the risk of not having enough material, which will cause the script to endlessly loop.}}^{{Lich setting|name=workorders_repair|desc= Whether you want to repair your crafting tools after completing workorders or not. For those with tools setup under gear, set to false in your yaml.}}&lt;br /&gt;
workorders_repair: true&lt;br /&gt;
&lt;br /&gt;
#CARAVAN SETTINGS&lt;br /&gt;
# container holding caravan contracts for ;trade&lt;br /&gt;
&lt;br /&gt;
|uservars=&lt;br /&gt;
|children=smith, shape, sew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Lich scripts}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=689737</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=689737"/>
		<updated>2026-04-06T20:25:49Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Official Server==&lt;br /&gt;
The official DragonRealms Discord server is currently open to anyone with an active account.  It opened to &#039;&#039;&#039;platinum&#039;&#039;&#039; subscribers on March 4th, 2021, and to &#039;&#039;&#039;premium&#039;&#039;&#039; subscribers the following day. The rollout for &#039;&#039;&#039;standard&#039;&#039;&#039; subscribers began on March 8th, 2021. The server became available to all users on March 24th, 2021.&lt;br /&gt;
&lt;br /&gt;
===Invite Link===&lt;br /&gt;
See the {{com|discord}} command in-game to get your invitation link.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Please read the in-game instructions &#039;&#039;&#039;completely&#039;&#039;&#039; before proceeding.&lt;br /&gt;
&lt;br /&gt;
The roles needed to access the rest of the server are not applied until &#039;&#039;&#039;AFTER&#039;&#039;&#039; you select if you want your display name to be based on your ACCOUNT name or CHARACTER name.  (&amp;lt;code&amp;gt;Please use DISCORD CHARACTER or DISCORD ACCOUNT to indicate your naming preference.&amp;lt;/code&amp;gt;)  This step is often missed.&lt;br /&gt;
&lt;br /&gt;
====Linking Limitations====&lt;br /&gt;
The in-game validation/handshake (via the {{tt|discord}} command) does not work correctly if your Discord username contains spaces.&lt;br /&gt;
* Visit your Discord settings. Change &amp;lt;code&amp;gt;Bob Smith&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;BobSmith&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can put the space back after the handshake process is complete, if you feel strongly about it.&lt;br /&gt;
* If you play in multiple DragonRealms instances: if you adjust your Discord username &#039;&#039;after&#039;&#039; validating, the other instances will not recognize you if you attempt to make adjustments (like changing from ACCOUNT to Character display).  You can accomplish this change in a different instance if you {{tt|DISCORD}} {{tt|RESET}} in that instance and re-validate (without spaces again).&lt;br /&gt;
&lt;br /&gt;
===In-Game Authorization===&lt;br /&gt;
If you would like to join the conversation, please use the {{tt|DISCORD}} command in-game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;READ ALL OF THE WORDS&#039;&#039;&#039; before you do the things!&lt;br /&gt;
&lt;br /&gt;
* You MUST start by clicking the invite link that this command displays. &#039;&#039;&#039;If you are not already present in the server when you complete the next steps, you will not be assigned your roles and will be unable to access the full server.&#039;&#039;&#039;&lt;br /&gt;
* After you click the link, you will be added to the DragonRealms server on Discord. There will be very few channels visible. Please read over them!&lt;br /&gt;
* Once you have read the Welcome message and the Server Rules, return to the game and complete the steps in the {{tt|DISCORD}} command to get your account set up and have roles added. &lt;br /&gt;
&lt;br /&gt;
NOTE: &#039;&#039;&#039;Your username is CASE SENSITIVE!&#039;&#039;&#039; If you make a mistake, you will not be assigned your roles correctly. You can {{tt|DISCORD}} {{tt|RESET}} to start over. If you reset, you will be kicked out of the server and will have to click the join link again.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the process in game, hop back over to Discord and say hello!&lt;br /&gt;
&lt;br /&gt;
==Unofficial Server==&lt;br /&gt;
The unofficial DragonRealms Discord is &#039;&#039;&#039;hosted, run, and moderated by players&#039;&#039;&#039;.  Simutronics Staff are in the Discord and may speak up at any time.  They are tagged with appropriate roles.  Do not give your private information or passwords to anyone in the chat for any reason.  Moderators and staff cannot be held accountable for your actions.&lt;br /&gt;
&lt;br /&gt;
See the Discord&#039;s &amp;lt;code&amp;gt;#rules&amp;lt;/code&amp;gt; channel for more information.&lt;br /&gt;
&lt;br /&gt;
=== Invite Link ===&lt;br /&gt;
;https://discordapp.com/invite/012CV9CNB6YximtAZ&lt;br /&gt;
&lt;br /&gt;
=== Resources in the Discord ===&lt;br /&gt;
;See the Discord &#039;&#039;#resources&#039;&#039; channel for links to these!&lt;br /&gt;
&lt;br /&gt;
==== Atabot ====&lt;br /&gt;
* A player-designed and run bot useful for performing quick wiki searches.&lt;br /&gt;
: Use &amp;lt;code&amp;gt;!help&amp;lt;/code&amp;gt; in the discord to see Atabot&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Discords ====&lt;br /&gt;
* Guild Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/qdJxvFA Astral Alliance]&lt;br /&gt;
:: [https://discord.gg/m6VVMtj Elementary Education]&lt;br /&gt;
:: [https://discord.gg/4KA37eB Empath Circle]&lt;br /&gt;
:: [https://discord.gg/ckgXY4w DR Necromancer Chat]&lt;br /&gt;
:: [https://discord.gg/zq3Y4YF DR Trading Outpost]&lt;br /&gt;
:: [https://discord.gg/ckX3Yf7 Barbarian&#039;s Arena]&lt;br /&gt;
:: [https://discord.gg/dC92jA4 Chapel of Bone]&lt;br /&gt;
:: [https://discord.gg/pzU7s46 Imperishable Flames]&lt;br /&gt;
:: [https://discord.gg/xGYmDDq Lunar Accord]&lt;br /&gt;
:: [https://discord.gg/qZ7ysBC The Bards&#039; Corner]&lt;br /&gt;
:: [https://discord.gg/R26bRFq The Third Way]&lt;br /&gt;
:: [https://discord.gg/KENHrnEv Trailblazers]&lt;br /&gt;
:: [https://discord.gg/FhBeWYU Wren&#039;s Nest]&lt;br /&gt;
&lt;br /&gt;
* Race Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/wr4D5z6 Sfek Vauns Arotru]&lt;br /&gt;
:: [https://discord.gg/j2QmgcU Sraan S&#039;kra]&lt;br /&gt;
&lt;br /&gt;
* Crafting Discord Invites&lt;br /&gt;
: Options: &lt;br /&gt;
:: [https://discord.gg/F8Q8jCP Crafting Circle]&lt;br /&gt;
:: [https://discord.gg/cnbyYTH Crafters Union]&lt;br /&gt;
&lt;br /&gt;
* Questing Discord Invites&lt;br /&gt;
: Options: &lt;br /&gt;
:: [https://discord.gg/r3rrvsT Double D&#039;s Quests ~N~ Stuff]&lt;br /&gt;
&lt;br /&gt;
* Roleplay &amp;amp; Community Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/fxBpsmQW7k Adventure Nexus]&lt;br /&gt;
&lt;br /&gt;
* Front End Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/MtmzE2w Genie4]&lt;br /&gt;
:: [https://discord.gg/f8ne99pVva Lich]&lt;br /&gt;
:: [https://discord.gg/XqyCNEq Outlander]&lt;br /&gt;
&lt;br /&gt;
* Announcement Center for Discord Server Owners/Operators&lt;br /&gt;
: Options: &lt;br /&gt;
:: The DragonRealms Towne Crier [https://discord.gg/r83uhx6W5S DRTC],  &lt;br /&gt;
:: Read-Only reporting server: GwethNet·LNET·The Starry Road·Population [https://discord.gg/GJjRWnRKxd The Silent Herald]&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Resources ====&lt;br /&gt;
* Useful website urls for player tools, maps, and forums.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Books&amp;diff=689623</id>
		<title>Category:Books</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Books&amp;diff=689623"/>
		<updated>2026-04-03T20:57:47Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Add disambiguation for Zamidren Book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The books of Elanthia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is about different books that you can read in Elanthia, for the Necromancer Guildleader, see [[Zamidren|Zamidren Book]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{CategoryTOC}}{{Cat|Lore}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=689614</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=689614"/>
		<updated>2026-04-02T16:31:55Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Links to Other DragonRealms Discords */ Formatting update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Official Server==&lt;br /&gt;
The official DragonRealms Discord server is currently open to anyone with an active account.  It opened to &#039;&#039;&#039;platinum&#039;&#039;&#039; subscribers on March 4th, 2021, and to &#039;&#039;&#039;premium&#039;&#039;&#039; subscribers the following day. The rollout for &#039;&#039;&#039;standard&#039;&#039;&#039; subscribers began on March 8th, 2021. The server became available to all users on March 24th, 2021.&lt;br /&gt;
&lt;br /&gt;
===Invite Link===&lt;br /&gt;
See the {{com|discord}} command in-game to get your invitation link.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Please read the in-game instructions &#039;&#039;&#039;completely&#039;&#039;&#039; before proceeding.&lt;br /&gt;
&lt;br /&gt;
The roles needed to access the rest of the server are not applied until &#039;&#039;&#039;AFTER&#039;&#039;&#039; you select if you want your display name to be based on your ACCOUNT name or CHARACTER name.  (&amp;lt;code&amp;gt;Please use DISCORD CHARACTER or DISCORD ACCOUNT to indicate your naming preference.&amp;lt;/code&amp;gt;)  This step is often missed.&lt;br /&gt;
&lt;br /&gt;
====Linking Limitations====&lt;br /&gt;
The in-game validation/handshake (via the {{tt|discord}} command) does not work correctly if your Discord username contains spaces.&lt;br /&gt;
* Visit your Discord settings. Change &amp;lt;code&amp;gt;Bob Smith&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;BobSmith&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can put the space back after the handshake process is complete, if you feel strongly about it.&lt;br /&gt;
* If you play in multiple DragonRealms instances: if you adjust your Discord username &#039;&#039;after&#039;&#039; validating, the other instances will not recognize you if you attempt to make adjustments (like changing from ACCOUNT to Character display).  You can accomplish this change in a different instance if you {{tt|DISCORD}} {{tt|RESET}} in that instance and re-validate (without spaces again).&lt;br /&gt;
&lt;br /&gt;
===In-Game Authorization===&lt;br /&gt;
If you would like to join the conversation, please use the {{tt|DISCORD}} command in-game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;READ ALL OF THE WORDS&#039;&#039;&#039; before you do the things!&lt;br /&gt;
&lt;br /&gt;
* You MUST start by clicking the invite link that this command displays. &#039;&#039;&#039;If you are not already present in the server when you complete the next steps, you will not be assigned your roles and will be unable to access the full server.&#039;&#039;&#039;&lt;br /&gt;
* After you click the link, you will be added to the DragonRealms server on Discord. There will be very few channels visible. Please read over them!&lt;br /&gt;
* Once you have read the Welcome message and the Server Rules, return to the game and complete the steps in the {{tt|DISCORD}} command to get your account set up and have roles added. &lt;br /&gt;
&lt;br /&gt;
NOTE: &#039;&#039;&#039;Your username is CASE SENSITIVE!&#039;&#039;&#039; If you make a mistake, you will not be assigned your roles correctly. You can {{tt|DISCORD}} {{tt|RESET}} to start over. If you reset, you will be kicked out of the server and will have to click the join link again.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the process in game, hop back over to Discord and say hello!&lt;br /&gt;
&lt;br /&gt;
==Unofficial Server==&lt;br /&gt;
The unofficial DragonRealms Discord is &#039;&#039;&#039;hosted, run, and moderated by players&#039;&#039;&#039;.  Simutronics Staff are in the Discord and may speak up at any time.  They are tagged with appropriate roles.  Do not give your private information or passwords to anyone in the chat for any reason.  Moderators and staff cannot be held accountable for your actions.&lt;br /&gt;
&lt;br /&gt;
See the Discord&#039;s &amp;lt;code&amp;gt;#rules&amp;lt;/code&amp;gt; channel for more information.&lt;br /&gt;
&lt;br /&gt;
=== Invite Link ===&lt;br /&gt;
;https://discordapp.com/invite/012CV9CNB6YximtAZ&lt;br /&gt;
&lt;br /&gt;
=== Resources in the Discord ===&lt;br /&gt;
;See the Discord &#039;&#039;#resources&#039;&#039; channel for links to these!&lt;br /&gt;
&lt;br /&gt;
==== Atabot ====&lt;br /&gt;
* A player-designed and run bot useful for performing quick wiki searches.&lt;br /&gt;
: Use &amp;lt;code&amp;gt;!help&amp;lt;/code&amp;gt; in the discord to see Atabot&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Discords ====&lt;br /&gt;
* Guild Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/qdJxvFA Astral Alliance]&lt;br /&gt;
:: [https://discord.gg/m6VVMtj Elementary Education]&lt;br /&gt;
:: [https://discord.gg/4KA37eB Empath Circle]&lt;br /&gt;
:: [https://discord.gg/ckgXY4w DR Necromancer Chat]&lt;br /&gt;
:: [https://discord.gg/zq3Y4YF DR Trading Outpost]&lt;br /&gt;
:: [https://discord.gg/ckX3Yf7 Barbarian&#039;s Arena]&lt;br /&gt;
:: [https://discord.gg/dC92jA4 Chapel of Bone]&lt;br /&gt;
:: [https://discord.gg/pzU7s46 Imperishable Flames]&lt;br /&gt;
:: [https://discord.gg/xGYmDDq Lunar Accord]&lt;br /&gt;
:: [https://discord.gg/qZ7ysBC The Bards&#039; Corner]&lt;br /&gt;
:: [https://discord.gg/R26bRFq The Third Way]&lt;br /&gt;
:: [https://discord.gg/KENHrnEv Trailblazers]&lt;br /&gt;
:: [https://discord.gg/FhBeWYU Wren&#039;s Nest]&lt;br /&gt;
&lt;br /&gt;
* Race Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/wr4D5z6 Sfek Vauns Arotru]&lt;br /&gt;
:: [https://discord.gg/j2QmgcU Sraan S&#039;kra]&lt;br /&gt;
&lt;br /&gt;
* Crafting Discord Invites&lt;br /&gt;
: Options: &lt;br /&gt;
:: [https://discord.gg/F8Q8jCP Crafting Circle]&lt;br /&gt;
:: [https://discord.gg/cnbyYTH Crafters Union]&lt;br /&gt;
&lt;br /&gt;
* Questing Discord Invites&lt;br /&gt;
: Options: &lt;br /&gt;
:: [https://discord.gg/r3rrvsT Double D&#039;s Quests ~N~ Stuff]&lt;br /&gt;
&lt;br /&gt;
* Roleplay &amp;amp; Community Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/fxBpsmQW7k Adventure Nexus]&lt;br /&gt;
&lt;br /&gt;
* Front End Discord Invites&lt;br /&gt;
: Options:  &lt;br /&gt;
:: [https://discord.gg/MtmzE2w Genie4]&lt;br /&gt;
:: [https://discord.gg/uxZWxuX Lich]&lt;br /&gt;
:: [https://discord.gg/XqyCNEq Outlander]&lt;br /&gt;
&lt;br /&gt;
* Announcement Center for Discord Server Owners/Operators&lt;br /&gt;
: Options: &lt;br /&gt;
:: The DragonRealms Towne Crier [https://discord.gg/r83uhx6W5S DRTC],  &lt;br /&gt;
:: Read-Only reporting server: GwethNet·LNET·The Starry Road·Population [https://discord.gg/GJjRWnRKxd The Silent Herald]&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Resources ====&lt;br /&gt;
* Useful website urls for player tools, maps, and forums.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Free_accounts&amp;diff=688480</id>
		<title>Free accounts</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Free_accounts&amp;diff=688480"/>
		<updated>2026-03-02T15:46:50Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
On 3/10/2015 (5 Moliko 415), a free option became available to players creating new [[Accounts|accounts]].&lt;br /&gt;
&lt;br /&gt;
Currently, there is no option for subscribers to downgrade their accounts to free accounts.&lt;br /&gt;
&lt;br /&gt;
==F2P Holding Room==&lt;br /&gt;
As of January 18 2023 due to abuse of the F2P account system, all new F2P characters are placed into a holding room upon creation.  Some account creations will be immediately validated and granted the ability to LEAVE, GMs will be manually monitoring and approving others to LEAVE and enter the game to play.  There is no ETA on ending this practice.&lt;br /&gt;
&lt;br /&gt;
==Impact on Trial Accounts==&lt;br /&gt;
&lt;br /&gt;
Trial accounts were automatically converted to free accounts.&lt;br /&gt;
&lt;br /&gt;
==Role-playing Considerations==&lt;br /&gt;
&lt;br /&gt;
The IC term for a character on a free account is &amp;quot;explorer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Differences Between Free Accounts and Standard Accounts==&lt;br /&gt;
&lt;br /&gt;
Free accounts operate under several different mechanics, some of which can be upgraded with [https://store.play.net/store/purchase/dr SimuCoin purchases]. See [[Free_accounts#Upgrades_for_Free_Accounts|below]] for a list of such upgrades.&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
*Free players will primarily populate [[Zoluren]]. Passports exist for each of the other four provinces. These passports can be obtained from the [https://store.play.net/store/purchase/dr SimuCoin store].&lt;br /&gt;
*If your passport expires while in another province, you can remain there. However, if you leave the province (return to [[Zoluren]], or use another passport to go elsewhere), you won&#039;t be allowed back without a new passport.&lt;br /&gt;
:*A caveat to the above: some spells, abilities or items may not function even within the same province if your passport has expired.&lt;br /&gt;
:*For example, within the province of [[Qi&#039;Reshalia]]; you cannot utilize [[Moongate|moongates]] to access other islands within the province once your passport expires.&lt;br /&gt;
*Tricky candy teleporters from [[Hollow Eve Festival|Hollow Eve]] will only zap free players to or around [[Zoluren]].&lt;br /&gt;
*The [[Riverhaven]] ferries require a passport for [[Therengia]] to board. Likewise, you can&#039;t dive into the river without a passport. Those hidden protectors are rather insistent.&lt;br /&gt;
*The barges from [[Ilaya Taipa]] to [[Ain Ghazal]] require a [[Forfedhdar]] passport.&lt;br /&gt;
*The gondola to [[Shard]] requires a passport for [[Ilithi]] to board.&lt;br /&gt;
*The [[Sea_mammoth|sea mammoths]] to [[Fang Cove]] require an active [[Ilithi]] passport.&lt;br /&gt;
*The Gear Gate of [[Raven&#039;s Point]] and the dark hole that leads to [[RanikMap144|Cragstone Vale]], the [[Black Spire]], and more bar further access to [[Forfedhdar]] without a passport.&lt;br /&gt;
*Route ships require a passport to the destination province, unless it&#039;s same-province travel (for example, Night Sky, Jolas, and Halasa Selhin). You can always disembark from these ships, even if your passport expires en route.&lt;br /&gt;
*Ranger trails cannot be used without a valid passport for their destinations.&lt;br /&gt;
*The balloon from [[Langenfirth]] to [[M&#039;Riss]] requires a passport for [[Qi&#039;Reshalia]].&lt;br /&gt;
====Moon Mage Travel Spells====&lt;br /&gt;
These spells are restricted to use within F2P borders unless unlocked with temporary visas or SimuCoin travel passports. Neither the caster nor the target location can fall outside the allowed province(s).: [[Teleport]], [[Moongate]], [[Contingency]], [[Riftal Summons]].&lt;br /&gt;
&lt;br /&gt;
===Temporary Visas===&lt;br /&gt;
Free players can visit the Citizenship Office in the Town Hall in Crossing and ASK CLERK ABOUT VISA/TRAVEL, the clerk will let you know whether you qualify for a temporary travel visa and how much gold it will cost. The visa will always be for the earliest guild ability you are missing, so unless you happen to want to go to the same province as the earliest one you are missing, then you will need to finish your previous ability quests before working on newer ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you confirm that you&#039;d like the visa and pay the clerk, you can access that province for 24 hours. You will see dire warnings not to overstay your visa. If your visa expires and you are still in an area that you don&#039;t normally have access to, you will be hunted down, tied up, beaten, mugged, fined, and spoken down to by an underpaid civil servant. You will also have a much longer period of time to wait before receiving a new visa for some new ability that you may need to get later. If you return on time, or at the very least, before the bounty hunters find you, then you can apply for another visa sooner. Returning does not require going back to the Citizenship office. You merely need to be somewhere in Zoluren (or any province you have a passport for) or upgrade to a subscription.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can only have one active visa at a time. If you conclude your business before the visa expires, you will have to continue to wait until it ends before getting a visa for another location. Assuming you haven&#039;t violated the terms of your last travel visa; temporary travel visas have a timer of roughly 2 real life weeks before you will qualify for travel visas for successive quests.&lt;br /&gt;
&lt;br /&gt;
Free players qualify for free temporary travel visas to access provinces outside Zoluren for the following quests:&lt;br /&gt;
====[[Clerics]]====&lt;br /&gt;
[[Infusion]], [[Resurrection]], [[Murrula&#039;s Flames]], and [[Truffenyi&#039;s commune]]&lt;br /&gt;
&lt;br /&gt;
====[[Moon Mage|Moon Mages]]====&lt;br /&gt;
[[Starlight Sphere]], [[Shadewatch Mirror]], [[Invocation of the Spheres]], 100th circle ability quest.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Note&#039;&#039;&#039;: For the Stellar spells you need to meet all prerequisites for the spell and have asked a Guildleader about the spell by name within the last 24 real life hours to get a visa from the Town Hall citizenship office.  The visa for the 100th circle quest should be available at the Town hall as soon as you qualify for it.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Note&#039;&#039;&#039;: The [[Astral_travel|Astral travel]] quest cannot be completed by players with free accounts.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Note&#039;&#039;&#039;: The [[Moon_Mage#100th_Circle_Ability|100th circle ability]] &#039;&#039;&#039;quest&#039;&#039;&#039; can be completed by players with free accounts but the &#039;&#039;&#039;ability&#039;&#039;&#039; granted by the quest is not available to free accounts. The 100th circle ability quest must be accomplished to level to 100th circle.  This quest requirement applies to both free accounts and subscription accounts.&lt;br /&gt;
====[[Paladins]]====&lt;br /&gt;
[[Glyph of Warding]], [[Glyph of Light]], and [[Glyph of Mana]]&lt;br /&gt;
====[[Thieves]]====&lt;br /&gt;
[[Thief#Sign_Language|Sign]]s, [[Ambush]]es&lt;br /&gt;
&lt;br /&gt;
====[[Warrior Mages]]====&lt;br /&gt;
[[Pathway]] Quests that require you to travel to [[Throne City]] are currently the ONLY pathway quests awarding a visa. For all other extraprovincial pathway quests, ask the guildleader for a new quest every 2 hours to reroll the quest until you get one located in [[Zoluren]].&lt;br /&gt;
====[[Ranger|Rangers]]====&lt;br /&gt;
Rangers are not currently eligible for free temporary travel visas.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
*Can wear one item in every slot except for body (10), over the shoulder (2), finger (2), and belt (2). A pass exists to unlock the [[Inventory_(concept)|additional slots]] that subscribers have.&lt;br /&gt;
*Can carry a maximum of 100 (75) items normally. A pass unlocks bonus capacity to go up to 300 (250) items. Numbers in ()s denote when the junk room nags start (different messaging).&lt;br /&gt;
*Many verbs were updated to respect these numbers -- {{com|GET}}, {{com|ACCEPT}}, {{com|FORAGE}}, {{com|ORDER}}, {{com|SKIN}}, {{com|SLIP}} and some others.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
*Early level [[experience]] gains are similar to subscribers, but it slows with moderate ranks. A pass can bonus it to subscriber-like levels regardless of current rank.&lt;br /&gt;
:Free to play experience absorption rates are 60% of a subscription&#039;s rates up to the first 50 ranks. Beyond 50 ranks it&#039;s a linear decline from 60% absorption rate down to 30% at 200 ranks.  Beyond 200 ranks the absorption rate is 30% the subscriber rate.&lt;br /&gt;
:The Experience Booster/brain boost token from the SimuCoin store will take you to 90% of subscriber rate.&lt;br /&gt;
*Log-in experience drain can be unlocked with a pass. Warnings will still affect this, whether a pass is active or not.&lt;br /&gt;
&lt;br /&gt;
===Loot===&lt;br /&gt;
*Free players still get loot, including the chance for special items. A pass will allow subscriber-like rates, amounts, and chances at scrolls. See: [[Random_creature_drop#Free_Account_Booster_Items|Free Account Boosters]].&lt;br /&gt;
*There is a (rare) chance, ONLY available to free players, to get a short-duration pass when {{com|LOOT}}ing creatures. This is a way to experience upgrades from the SimuCoins Store without spending money. The loot system is not a reliable means of getting passes (and certainly not for getting any particular pass).&lt;br /&gt;
*{{com|STUDY}} a pass or [[Random_creature_drop#Free_Account_Booster_Items|Free Account Boosters]] to examine the details. {{com|REDEEM}} or {{com|CLAIM}} pass to get access.&lt;br /&gt;
&lt;br /&gt;
===Communication, Customization and Expression===&lt;br /&gt;
*The {{com|SAY}} verb will allow you to manually specify emotes, but a pass is needed to unlock setting a default emote style.&lt;br /&gt;
*All [[:Category:Titles|titles]] are available to review, but a pass is needed to CHOOSE a new one.&lt;br /&gt;
*[[:Category:Item hiders|Item hiding mechanics]] do not function without a pass.&lt;br /&gt;
*[[Alteration|Merchant lists]] and spinners (for alterers) can be used by free players &#039;&#039;at the merchant&#039;s discretion&#039;&#039;.&lt;br /&gt;
*[[:Category:Raffles|Raffles]] require a pass in order to purchase a ticket. These passes function as charges instead of duration. Each raffle ticket you buy with in-game coins (only one per raffle allowed, as normal) will consume one of the pass&#039;s charges whether you win the raffle or not.&lt;br /&gt;
*Free players cannot become a citizen of any province without a pass.&lt;br /&gt;
*Most of {{com|PROFILE}} can be used, though a pass is needed to set a new IM, Quote, or URL.&lt;br /&gt;
&lt;br /&gt;
*F2P characters &#039;&#039;&#039;under level 10&#039;&#039;&#039; can no longer use the following verbs:&lt;br /&gt;
:*The targeted portions of {{com|Bop}}, {{com|Challenge}}, {{com|Curse}}, {{com|Embrace}}, {{com|Hug}}, {{com|Kick}}, {{com|Kiss}}, {{com|Lick}}, {{com|Nibble}}, {{com|Punch}}, {{com|Rub}}, {{com|Shake}}, {{com|Shun}}, {{com|Slap}}, {{com|Smooch}}, {{com|Tickle}}, {{com|Tune}}&lt;br /&gt;
:*The freeform portions of {{com|Act}}, {{tt|Act&#039;s}}, {{com|Frown}}, {{com|Play}}, {{com|Ponder}}, {{com|Smile}}&lt;br /&gt;
:*{{com|Think}}&lt;br /&gt;
&lt;br /&gt;
*New characters &#039;&#039;will&#039;&#039; retain access to {{com|Chatter}}.&lt;br /&gt;
&lt;br /&gt;
===Mule / Troublemaker Avoidance===&lt;br /&gt;
*Can listen to and learn from [[Scholarship skill|classes]] but cannot teach classes.&lt;br /&gt;
*Teachers (subscribers) do not gain experience from free listeners UNLESS the only student is a free player.&lt;br /&gt;
*Banks are limited to 10 platinum, total, whether you divide it among several banks or put it all into one. A pass can unlock the high bank balance limits enjoyed by subscribers.&lt;br /&gt;
*{{com|Give}} {{tt|coins}} and {{com|share}} {{tt|coins}} with other characters have a (30) thirty minute cooldown on use for free account characters.&lt;br /&gt;
*No base storage (vault use), but expansions can be unlocked up to 250 items.&lt;br /&gt;
*{{com|THUMP}} can be used on free players.&lt;br /&gt;
&lt;br /&gt;
===Staff and Player Assistance===&lt;br /&gt;
*A new {{com|ASSIST}} queue exists for free accounts.&lt;br /&gt;
*[[GameMasters]] can easily identify {{com|REPORT}}s from free accounts.&lt;br /&gt;
*{{com|CHATTER}} is enabled for all free players through 15th circle. This is an OOC, global channel to be used for getting help learning how to play -- the Mentors have access. Staff monitors for abuse and can block those who are disruptive.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*[[Crossing]] is the only starting city allowed when creating a character.&lt;br /&gt;
&lt;br /&gt;
===Completely Blocked===&lt;br /&gt;
*[[Empaths]]&lt;br /&gt;
:&amp;quot;In addition to mule issues, wounds are a limited resource that are required for direct early Empath advancement and we do not wish to create an excessive demand. In addition to the &amp;quot;economic&amp;quot; issue, an Empath start is harder and more complex than virtually any other guild.&amp;quot; --GM Armifer&lt;br /&gt;
*[[Traders]]&lt;br /&gt;
:&amp;quot;In addition to mule issues, some Trader systems are limited resources (shops, tables) and we don&#039;t want to create excessive demand.&amp;quot; --GM Armifer&lt;br /&gt;
*[[Necromancers]]&lt;br /&gt;
:&amp;quot;A fairly obvious one. It&#039;s an advanced option that is utterly unsuited for a newbie, and we wish to keep the Necromancer population down.&amp;quot; --GM Armifer&lt;br /&gt;
*[[Scholarship skill|Teaching]] classes&lt;br /&gt;
*Some teleporting items, spells, and systems. Many were updated to respect passports, but some just flat aren&#039;t available.&lt;br /&gt;
*Moneybelts&lt;br /&gt;
*Travel via [[:Category:Private_ships|player-owned ships]].&lt;br /&gt;
*Aesry&#039;s currachs to [[Tethloren|Tethloren Island]]&lt;br /&gt;
*Therengia&#039;s [[Lake_Gwenalion#Rentable_Boats|rentable boats]] on Lake Gwenalion.&lt;br /&gt;
*[[Gwethsmasher]]s&lt;br /&gt;
*[[Astral guide]]s&lt;br /&gt;
*[[Shadow Servant]]s -- the spell can be learned but not cast. It can be unlearned via the existing spell forgetting mechanics.&lt;br /&gt;
*Player-owned [[Caravan]] interiors&lt;br /&gt;
*Random rare metals from [[mining]]&lt;br /&gt;
*[[Assassins game|{{tt|assassins}} game]] / system&lt;br /&gt;
*{{com|CONVERT}} for moving experience out of [[Mechanical Lore skill|mech lore]] and into [[crafting]] skills. Some kind of pass could happen for this down the line, but it&#039;s not currently planned.&lt;br /&gt;
* Payment from [[Crafting]] [[Work order|Work orders]]. They can still use the system and gain experience, but will have to earn their cash another way.&lt;br /&gt;
:When turning in a work order, F2P characters will see this messaging:&lt;br /&gt;
:&#039;&#039;You hand &amp;lt;society representative&amp;gt; your logbook and bundled items.  But your lack of standing in the Society prevents &amp;lt;society representative&amp;gt; from issuing a monetary reward for your service.&#039;&#039;&lt;br /&gt;
* [[RPA command|RPAs]] for successfully responding to [[Response Rewards]] questions.&lt;br /&gt;
* Giving RPA or PIRP points to other players.&lt;br /&gt;
&lt;br /&gt;
==Upgrades for Free Accounts==&lt;br /&gt;
The following is a list of the items for free accounts (filtered by &amp;quot;FREE TO PLAY&amp;quot;) that are sold at the [https://store.play.net/store/purchase/dr SimuCoins store] as of 12/20/2021. (Unless otherwise noted, all of these items just grant access to the mechanics used by standard accounts.)&amp;lt;br&amp;gt;&lt;br /&gt;
:The &amp;quot;Dollar&amp;quot; column is the equivalent price in dollars using the median rate of 4,025 SimuCoins for $34.99.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Duration!!SimuCoins!!Dollars!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Brain Boost Token||30 days||1000||$8.70||Absorb more experience, drain field experience while offline (up to 100%), and gain 2 hours of rested experience.&lt;br /&gt;
|-&lt;br /&gt;
|Therengian Passport||30 days||200||$1.74||&lt;br /&gt;
|-&lt;br /&gt;
|Therengian Passport||60 days||350||$3.04||&lt;br /&gt;
|-&lt;br /&gt;
|Therengian Passport||90 days||500||$4.35||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi Passport||30 days||200||$1.74||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi Passport||60 days||350||$3.04||&lt;br /&gt;
|-&lt;br /&gt;
|Ilithi Passport||90 days||500||$4.35||&lt;br /&gt;
|-&lt;br /&gt;
|Qi Passport||30 days||200||$1.74||&lt;br /&gt;
|-&lt;br /&gt;
|Qi Passport||60 days||350||$3.04||&lt;br /&gt;
|-&lt;br /&gt;
|Qi Passport||90 days||500||$4.35||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar Passport||30 days||200||$1.74||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar Passport||60 days||350||$3.04||&lt;br /&gt;
|-&lt;br /&gt;
|Forfedhdar Passport||90 days||500||$4.35||&lt;br /&gt;
|-&lt;br /&gt;
|Inventory Slot Booster||30 days||250||$2.17||over the shoulder (+1), finger (+3), belt (+3), and generally worn (+25)&lt;br /&gt;
|-&lt;br /&gt;
|Inventory Slot Booster||60 days||475||$4.13||over the shoulder (+1), finger (+3), belt (+3), and generally worn (+25)&lt;br /&gt;
|-&lt;br /&gt;
|Inventory Slot Booster||90 days||700||$6.09||over the shoulder (+1), finger (+3), belt (+3), and generally worn (+25)&lt;br /&gt;
|-&lt;br /&gt;
|Item Hider Activation||30 days||75||$0.65||allows use of item hiders&lt;br /&gt;
|-&lt;br /&gt;
|Item Hider Activation||60 days||140||$1.22||allows use of item hiders&lt;br /&gt;
|-&lt;br /&gt;
|Item Hider Activation||90 days||200||$1.74||allows use of item hiders&lt;br /&gt;
|-&lt;br /&gt;
|Personal Inventory Upgrade||30 days||300||$2.61||carry up to 300 items&lt;br /&gt;
|-&lt;br /&gt;
|Personal Inventory Upgrade||60 days||575||$5.00||carry up to 300 items&lt;br /&gt;
|-&lt;br /&gt;
|Raffle Passes||5 raffles||25||$0.22||allows raffle play&lt;br /&gt;
|-&lt;br /&gt;
|Raffle Passes||10 raffles||50||$0.43||allows raffle play&lt;br /&gt;
|-&lt;br /&gt;
|Remove Bank Balance Cap||30 days||250||$2.17||&lt;br /&gt;
|-&lt;br /&gt;
|Remove Bank Balance Cap||60 days||475||$4.13||&lt;br /&gt;
|-&lt;br /&gt;
|Remove Bank Balance Cap||90 days||700||$6.09||&lt;br /&gt;
|-&lt;br /&gt;
|Personality Profile||Permanent||25||$0.22||unlocks IM and quote options in the profile editor&lt;br /&gt;
|-&lt;br /&gt;
|Speaker Pass||24 hours||25||$0.22||allows permanent emote for speech (lasts until changed)&lt;br /&gt;
|-&lt;br /&gt;
|Title Change Scroll||7 days||25||$0.22||allows title change (lasts until changed)&lt;br /&gt;
|-&lt;br /&gt;
|Writ of Citizenship||7 days||150||$1.30||become a citizen of a province (lasts until renounced)&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Boost Token||1 day||15||$0.13||&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Boost Token||3 days||45||$0.39||&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Boost Token||5 days||75||$0.65||&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Boost Token||30 days||405||$3.52||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Note: The treasure boost token only impacts the treasure drop rates, such as from creatures. This does not change the loot inside of [[disarm|treasure box]]es. The contents of treasure boxes are the same random luck for both free to play and subscribed players.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[General new player guide]] - Help getting started.&lt;br /&gt;
* [[Post:Free Accounts Details - 03/12/2015 - 09:56]]&lt;br /&gt;
* [[Post:Free Accounts Details - 03/12/2015 - 00:38]]&lt;br /&gt;
* [[Post:Free Accounts Details (Guild Locks) - 03/11/2015 - 23:31]]&lt;br /&gt;
* [[Post:Free Accounts Details - 03/06/2015 - 14:08]]&lt;br /&gt;
* [[Post:Important News - 12/15/2012 - 20:44]]&lt;br /&gt;
* [[Post:Important News - 12/15/2012 - 22:24]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shadewing_harpy&amp;diff=687619</id>
		<title>Shadewing harpy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shadewing_harpy&amp;diff=687619"/>
		<updated>2026-01-21T12:53:23Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: added more details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=shadewing harpy&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Acenamacra&lt;br /&gt;
|MapList=*{{rmap|61b|Acenamacra Road}}&lt;br /&gt;
|simulevel=120&lt;br /&gt;
|levelvariancedown=3&lt;br /&gt;
|levelvarianceup=3&lt;br /&gt;
|level=120&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=700&lt;br /&gt;
|MaxCap=900&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Has Other=yes&lt;br /&gt;
|Uses Weapons=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=charred pinion feather&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|MaxVal=1336&lt;br /&gt;
|MaxArrangedVal=1656&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
Introduced in [[Tuesday_Tidings#November_2025|Tuesday Tidings 301]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The harpy has a hawkish, Human-like face with sharply angular features and piercing yellow eyes.  Her iridescent jet-black feathers are tipped in cobalt, resembling blue fire against a night sky.  The harpy&#039;s feathered body is clad in a makeshift tunic, patched together from scavenged cloth and leaves.&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
&lt;br /&gt;
Reflecting the landscapes they inhabit, the shadewing harpies of [[Blue Fire Cove]] have adapted to the eternal ebb and flow of sand and sea.  Their colony occupies the narrow shelves and tide-carved hollows beneath the Acenamacra Cliffs, where overhangs shield their roosts from the open shoreline.&lt;br /&gt;
&lt;br /&gt;
Slightly taller than many of their volcano-loving kin, shadewing harpies are lean, long-limbed creatures whose dark, iridescent plumage lets them blend seamlessly with cliff and water.  Locals report brief, haunting sightings of shadows gliding low over the lagoon or slipping into crevices before a watcher can fully focus.&lt;br /&gt;
&lt;br /&gt;
The shadewing harpy is known to cast the [[Fire Shards]], [[Flame Shockwave]], [[Vertigo]], and [[Thunderclap]] spells.&lt;br /&gt;
&lt;br /&gt;
They are known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
==Info==&lt;br /&gt;
&lt;br /&gt;
[[Lay Ward]] doesn&#039;t seem to be able to stop their spells on its own.&lt;br /&gt;
&lt;br /&gt;
Does a special attack that targets your neck, eyes and head -- with a preference for the neck.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=MPP&amp;diff=687498</id>
		<title>MPP</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=MPP&amp;diff=687498"/>
		<updated>2026-01-16T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Remove double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Visage]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=MAPP&amp;diff=687497</id>
		<title>MAPP</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=MAPP&amp;diff=687497"/>
		<updated>2026-01-16T18:38:43Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Remove double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Starry Waters]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starry_Waters&amp;diff=687496</id>
		<title>Starry Waters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starry_Waters&amp;diff=687496"/>
		<updated>2026-01-16T18:38:06Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: update abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=staw&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=[[Visage]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Starry Waters spell will impart the caster with a temporarily enhanced ability to avoid attacks.  Scholars of the Holy arts have surmised that the spell also instills a calm that may be a boon in any defensive battle.&lt;br /&gt;
|buffs=Defending skill, Evasion skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|messaging=&#039;&#039;Start/Refresh:&#039;&#039; A bright silver nimbus roars up around you as streaks of steel-blue light descend in a convex field.&amp;lt;br /&amp;gt;A sense of calm focus takes hold as the luminous pattern washes over you.  You feel slightly more able to avoid attacks with your energized joints.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039; The field of silver-blue light dissipates from around you.  The sense of calm focus leaves you, and your joints feel strangely stiffer than before.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
*When cast by a [[Cleric]], there is special messaging based on the [[Immortal]] of your most recent [[favor]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 1/10/2026, this was known as Major Physical Protection.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Visage&amp;diff=687495</id>
		<title>Visage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Visage&amp;diff=687495"/>
		<updated>2026-01-16T18:37:29Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Remove abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|wardslot=1-slot&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=Visage is the first in a suite of potent spells designed to preserve those who walk upon the path of the gods.  This introductory Warding spell will decrease the power of incoming strikes against the caster.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Percentage damage reduction.&lt;br /&gt;
|messaging=&#039;&#039;Casting/Refresh:&#039;&#039; You are bathed in a soft silver glow.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Ending:&#039;&#039; The soft silver glow fades from around you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel_Meraud_3.0|Osrel Meraud]] orb.&lt;br /&gt;
*Can be combined with the effects of [[Protection from Evil]], providing additional bonuses as well as flavor text.&lt;br /&gt;
*When cast by a [[Cleric]], there is special messaging based on the [[Immortal]] of your most recent [[favor]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 1/10/2026, this was known as Minor Physical Protection.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=687486</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=687486"/>
		<updated>2026-01-15T18:31:20Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Ilithi */&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;
{{#ask: [[page type is::item]][[Has item property::pilgrim&#039;s badge]]&lt;br /&gt;
|?Source is=Source&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&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 Sundering Chapel of the Crossing High Temple]]&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|Huldah&#039;s altar at Knife Clan]]&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|A basalt altar at Stone Clan]]&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 Crystal Cavern of Eluned]]&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|The blackfruit&#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|A driftwood altar at River Clan]]&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 &#039;&#039;&#039;altar&#039;&#039;&#039;.&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;
===[[Mistwood Forest]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34c|Zachriedek&#039;s altar in Mistwood Forest.]]&lt;br /&gt;
:In the [[Sky giant|Sky Giants]] hunting area.&lt;br /&gt;
:[Mistwood Forest, In a Ravine]&lt;br /&gt;
::Dark boulders topped with a stone slab form a crude &#039;&#039;&#039;altar&#039;&#039;&#039; in the shadow of the ravine walls.  A hollow in the slab holds a bit of stagnant water, and a dried snake skin and a desiccated cardinal&#039;s wing with a few bedraggled feathers still clinging to it lie nearby.&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, LOOK IN NICHE to see it.&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;
*[[RanikMap66a|Berengaria&#039;s stone shrine.]]&lt;br /&gt;
:Near Steelclaw Clan.&lt;br /&gt;
:[Farmland, Bridle Path]&lt;br /&gt;
::Some devout farmer has erected a &#039;&#039;&#039;shrine&#039;&#039;&#039; to Berengaria, goddess of the growing earth, beside the packed-earth trail.  Although it may just be wishful thinking, the crops growing in the fields adjacent to the shrine seem healthier than those farther away.  The line of trees to the north looms imposingly over the fields.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine 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;
===[[Zaldi Taipa]]===&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;
===[[Fang Cove]]===&lt;br /&gt;
*[[RanikMap151|A hidden cave in Fang Cove.]]&lt;br /&gt;
: You must be an [[Estate Holder]] to reach this location.&lt;br /&gt;
:[Fang&#039;s Rise, Hidden Cave]&lt;br /&gt;
::This cave&#039;s concave stone walls are heavily carved with sea scenes that run the gamut from the tiniest minnow to several sea monsters.  Some large, rough rocks surround an unusual assortment of &#039;&#039;&#039;boulders&#039;&#039;&#039;.  The air hangs heavily, almost as if pressing downward.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder 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;
*[[RanikMap109c|A secluded bath in an oasis]]&lt;br /&gt;
:Inside the oasis with the Elf.  When at the oasis you must GO BATH&#039;&#039;.&lt;br /&gt;
:[The Oasis, A Secluded Bath]&lt;br /&gt;
::A hot spring bubbles up to meet the cool water flowing from the overhanging stony outcrop, creating a steamy mist that rises to reach the wide expanse of the desert sky.  The soothing waters could easily force the harsh reality of the arid desert to fade into a dim memory.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue 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;
*[[RanikMap116|Traveler&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Three north of where Wisdom is trained.&lt;br /&gt;
:[Traveler&#039;s Shrine, Altar Alcove]&lt;br /&gt;
::Soaring upwards to form a dome overhead, the white walls are decorated predominantly with paint and stone mosaics that will not interfere with the exemplary acoustics of the chapel.  Phoenixes shimmering with traces of copper gilt are depicted emerging from gold-streaked crimson marble flames.  Each bird&#039;s attention is focused upon a portrait of a slender Elven woman with red hair.&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;
* [[Andreshlew Holy Shrine]]&lt;br /&gt;
:[Andreshlew, Holy Shrine]&lt;br /&gt;
::Andreshlew&#039;s holy shrine, surrounded by its arching peristyle of pearl, contains an elaborate marble altar in the center of a colorful coral garden. The garden, filled with coral sculptures of animals and rainbow anemone, is broken by paths leading to the &#039;&#039;&#039;altar&#039;&#039;&#039;, upon which is a finely polished gold statue of a Merelew male.&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;
&lt;br /&gt;
*The head of 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;
:&#039;&#039;Destroyed along with the rest of the Massive Arachnid&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
=Full Badge Listing=&lt;br /&gt;
This section is provided here to be able to easily compare which shrines you might be missing (Currently Work in Progress):&lt;br /&gt;
&lt;br /&gt;
==Zolulren==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Zoluren ~&lt;br /&gt;
The shrine of Tamsine&#039;s Rest.&lt;br /&gt;
The Crossing Clerics&#039; Guild chapel, devoted to Hodierna and Kertigen.&lt;br /&gt;
The altar at Misenseor Abbey.&lt;br /&gt;
The altar at Kilth Aldiyaus.&lt;br /&gt;
The shrine to Glythtide in Arthe Dale.&lt;br /&gt;
The altar to Albreda at Tiger Clan&#039;s church.&lt;br /&gt;
Damaris&#039; altar near Kaerna.&lt;br /&gt;
The shrine at Hodierna&#039;s Solace.&lt;br /&gt;
The shrine to Ushnish in the Crossing.&lt;br /&gt;
The shrine to Kertigen in the Crossing.&lt;br /&gt;
The Crystal Cavern of Eluned.&lt;br /&gt;
Ve Aevan Gaenan, The High Altar.&lt;br /&gt;
The Sundering Chapel of the Crossing High Temple.&lt;br /&gt;
The shrine to Saemaus in the Handfaster&#039;s Glade.&lt;br /&gt;
A basalt altar at Stone Clan.&lt;br /&gt;
Huldah&#039;s altar at Knife Clan.&lt;br /&gt;
Wildflower Meadow, Before the Gods.&lt;br /&gt;
The blackfruit&#039;s altar in the Forest of Night.&lt;br /&gt;
A driftwood altar at River Clan.&lt;br /&gt;
The rebirth altar in the Resurrection Creche.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Therengia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Therengia ~&lt;br /&gt;
The shrine to Divyaush in the Riverhaven Temple.&lt;br /&gt;
The shrine of Harawep in Riverhaven.&lt;br /&gt;
Chadatru&#039;s chapel in Theren Keep.&lt;br /&gt;
Therenborough&#039;s village chapel.&lt;br /&gt;
A battered altar construct in Muspar&#039;i, Golden Heights.&lt;br /&gt;
The Temple of Hav&#039;roth, Muspar&#039;i.&lt;br /&gt;
Berengaria&#039;s altar in Rossman&#039;s Landing church.&lt;br /&gt;
The altar in Ker&#039;Leor, Zindalyi Lyba.&lt;br /&gt;
The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael.&lt;br /&gt;
The fallen altar in Maelshyve&#039;s Fortress.&lt;br /&gt;
The shrine of the Huntress in a dark thicket.&lt;br /&gt;
Kuniyo&#039;s stone altar in Danduwen Forest.&lt;br /&gt;
The shrine of Urrem&#039;tier, a forsaken testament.&lt;br /&gt;
Drogor&#039;s sacrificial altar by Faldesu River.&lt;br /&gt;
The Ganen Eliza altar.&lt;br /&gt;
A stone sliver in Siksraja.&lt;br /&gt;
Hodierna&#039;s Gift Cathedral.&lt;br /&gt;
The Scorpion&#039;s Stinger.&lt;br /&gt;
A basalt slab at Sand Clan.&lt;br /&gt;
The Fornsted chapel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ilithi==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Ilithi ~&lt;br /&gt;
The Shrine to the Dragon.&lt;br /&gt;
The chapel in Steelclaw Clan.&lt;br /&gt;
Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes.&lt;br /&gt;
The altar to Berengaria in the Gash.&lt;br /&gt;
An ebony altar in a secluded shrine on the Darkmist Moor.&lt;br /&gt;
The rebirth altar in the Temple of Light.&lt;br /&gt;
The rebirth altar in the Temple of Darkness.&lt;br /&gt;
The Undershard temple.&lt;br /&gt;
Berengaria&#039;s stone shrine.&lt;br /&gt;
The wedding chapel at Marachek&#039;s Oak.&lt;br /&gt;
Kerenhappuch&#039;s hot springs.&lt;br /&gt;
Corik&#039;s Wall, Chantry.&lt;br /&gt;
A granite plinth at Shadow&#039;s Reach.&lt;br /&gt;
A purple osage heartwood altar at Horse Clan.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qi&#039;Reshalia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Qi&#039;Reshalia ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forfedhdar==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Forfedhdar ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Infusion_quest_walkthrough&amp;diff=687485</id>
		<title>Infusion quest walkthrough</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Infusion_quest_walkthrough&amp;diff=687485"/>
		<updated>2026-01-15T17:33:51Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &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&lt;br /&gt;
&lt;br /&gt;
Requirements: 125 [[Attunement skill]], 25th circle&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
=== Get the Quest ===&lt;br /&gt;
First find Tallis in the Crossing temple High Priestess quarters (Genie Map 2a room #145, lich map room #5884) and ask her about infusion. &#039;&#039;&#039;WAIT FOR HER TO FINISH TALKING!&#039;&#039;&#039; It will make things easier if you can bring a moonmage along or set a teleportation device if you have one to get you back when your done with the quest. Once Tallis gives you the quest, you will need to head down to Shard, Darkmist Moors.&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.&lt;br /&gt;
&lt;br /&gt;
=== Darkmist Moors ===&lt;br /&gt;
Refer to this {{rmap|64c|map}} once you arrive at the Darkmist Moors.&lt;br /&gt;
&lt;br /&gt;
Once you leave the road and enter Darkmist Moors, {{tt|go}} {{tt|se}}, {{tt|se}}, {{tt|se}}, {{tt|sw}}, {{tt|e}}, {{tt|ne}}, {{tt|se}}, (an altar is ne) {{tt|e}}, {{tt|ne}}, {{tt|nw}}, {{tt|ne}}, {{tt|se}}, {{tt|e}}, {{tt|climb tree}}.  {{com|PEER}} {{tt|church}} to discern the path to the church.  (There are 3 randomly generated paths: {{tt|ne, se}} or {{tt|e}}.) {{com|CLIMB}} {{tt|trunk}}, {{tt|GO PATH}}, {{tt|go}} &amp;lt;the cardinal direction {{tt|peer church}} revealed&amp;gt;, and {{tt|go church}}.&lt;br /&gt;
&lt;br /&gt;
Once you are inside the church, {{tt|go}} {{tt|n}}, {{tt|n}}, {{tt|go arch}}, {{tt|go door}}, {{tt|go path}}, {{tt|ne}}, {{tt|ne}}, {{tt|e}}, {{tt|se}}, {{tt|sw}}, {{tt|w}} to reach the mausoleum. {{tt|go door}}, {{tt|n}}, {{tt|n}}.&lt;br /&gt;
&lt;br /&gt;
You will then find yourself in the room where the ebony coffin is. In that room there is a tapestry, look/search behind it and there you will find a crank and a lever. Turn the crank so that the coffin rises. Then {{com|LOOK}} {{tt|starlight}} or {{com|LOOK}} {{tt|sunlight}} (depending on time of day) in the room and see what symbol it rests/shines on. For us, the starlight showed on the symbol of the wolf.&lt;br /&gt;
&lt;br /&gt;
{{tt|go}} {{tt|south}} to the room where there are two tapestries. Go tapestry, and there is a wheel and a rope there. {{com|PULL}} {{tt|rope}} and the wheel will move and show an image. {{com|LOOK}} {{tt|wheel}} to see the image. Match the image you see with the tables below. Then {{com|GO}} {{tt|sw}} and {{com|GO}} {{tt|other tapestry}} and do the same thing.&lt;br /&gt;
&lt;br /&gt;
====Images====&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Symbol&lt;br /&gt;
!Light Symbol&lt;br /&gt;
!Dark Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Boar   ||the image of a longbow                                    ||the image of a berserking barbarian&lt;br /&gt;
|-&lt;br /&gt;
|Cat    ||the image of a grimacing woman in the throes of childbirth||image of a pair of twin crossed swords with jagged blades&lt;br /&gt;
|-&lt;br /&gt;
|Cobra  ||the image of a shattered egg                              ||the image of an erupting volcano&lt;br /&gt;
|-&lt;br /&gt;
|Dolphin||the image of a deer drinking from a flowing stream        ||the image of a great tidal wave&lt;br /&gt;
|-&lt;br /&gt;
|Lion   ||the image of a pack of well-groomed battle hounds         ||the image of a bloodstained stiletto&lt;br /&gt;
|-&lt;br /&gt;
|Panther||the image of a cluster of twinkling stars                 ||the image of a child shivering fearfully in the throes of a nightmare&lt;br /&gt;
|-&lt;br /&gt;
|Ram    ||the image of a flourishing rose garden                    ||the image of a jagged crystalline blade&lt;br /&gt;
|-&lt;br /&gt;
|Raven  ||the image of a bowl of striped peppermint                 ||the image of a shattered caravan wheel&lt;br /&gt;
|-&lt;br /&gt;
|Wolf   ||the image of a charred black stave                        ||the image of a long flowing skirt&lt;br /&gt;
|-&lt;br /&gt;
|Wren   ||the image of a plump opera singer                         ||the image of a cracked mirror&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you do that dark and light tapestry part, go back into the room where the coffin is, and pull the lever behind the tapestry there, and the coffin will come crashing down on the bier with the symbol the starlight was shining on. If you get the guesses wrong (the ones you made behind the dark and light tapestries) it will come crashing down onto the floor.&lt;br /&gt;
&lt;br /&gt;
After the coffin is on the bier its supposed to be on, you {{com|OPEN}} {{tt|coffin}}, {{com|GO}} {{tt|coffin}} and it will close on its own and you will end up at the [[RanikMap64d|abyss]]. Each person in the group has to go down separately.&lt;br /&gt;
&lt;br /&gt;
====TL;DR====&lt;br /&gt;
{{com|LOOK}} sunlight or starlight&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|TURN}} crank&amp;lt;br&amp;gt;&lt;br /&gt;
Move SOUTH and go either WHITE or BLACK TAPESTRY&lt;br /&gt;
&lt;br /&gt;
{{com|PULL}} rope&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|LOOK}} wheel&amp;lt;br&amp;gt;&lt;br /&gt;
* Repeat until you find the symbols you need.  Do both tapestries.&lt;br /&gt;
&lt;br /&gt;
When done, go NORTH to coffin.&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|PULL}} lever&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|OPEN}} coffin&amp;lt;br&amp;gt;&lt;br /&gt;
{{com|GO}} coffin&lt;br /&gt;
&lt;br /&gt;
=== The Abyss ===&lt;br /&gt;
&lt;br /&gt;
Refer to this {{rmap|64d|map}} once you enter the Abyss.&lt;br /&gt;
&lt;br /&gt;
When you first enter the abyss you need to get 3 claws from the [[Lanky grey lach|lanky grey lachs]] that are in the first part of it. Then the cleric needs to [[Bless|bless]] them, and find the 3 altars (altar of flesh, altar of soul and altar of mind) and put 1 blessed claw on each altar. It appears that you need enough utility ranks to cast Bless at 30 mana to overcome the resistance of the claws. You can adjust your spell stance integrity to help. As of 3/9/2018, it took a 46 mana bless to purge the resistance. Then you need to wait a moment or two and a crystalline bridge will appear in the room where the altar of the Soul is.&lt;br /&gt;
&lt;br /&gt;
The altar of the Flesh is the safe room. The critters in this part of the quest are Feral Bone Mastiffs and Transparent Shylvic, Vaporous Bloodwraiths and Gargantuan Bone Golems. When you step onto the bridge, you will get a vision. Then you will get three choices of directions with an animal/symbol choice which relates to the direction. If you brought help, they can wait in the altar of flesh safe room until you are done.&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Direction&lt;br /&gt;
!Vision&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A black mist materializes before you. As the dark shrouds of moisture part you see a vision of the night. A vague form begins to take shape, speedily crossing an open field. The dark clouds covering the moon part briefly and in that short span of time your mind captures the sight of a hideous black unicorn, its spiraled horn gleaming dully, its hooves covered in red blood. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||A cold chill dances down your spine. You glance down to where a crude burlap sack materializes at your feet, writhing and twisting with unearthly hissing sounds emanating from within. Your hand trembles as you bend down and retrieve it. Slowly you untie the heavy cord that secures it at the top. It slips from your shaking hands and plunges to the ground, and dozens of writhing coils spill from within.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;adder&#039;&#039;&#039;||You suddenly find yourself nestled in a crevice atop a great, snowy mountain range. A temple spires skyward nearby, enwreathed by the eternal maelstrom of the North Wind. The sound of galloping hooves approaches rapidly from behind you as the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||The images of strange creatures swimming gaily in the sea materializes before you. Half fish, half human, they are laughing and splashing each other with the salty water. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;albatross&#039;&#039;&#039;||You suddenly find yourself aboard a great merchant&#039;s ship. The water around you is stilled, and the sails droop heavily on the masts as the sailors grow ill-tempered and mutinous. A light laughter sprinkles across the water as a stiff breeze begins to stir.&amp;lt;br/&amp;gt;The ship&#039;s sails begin to billow as the vision fades. &lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;black widow&#039;&#039;&#039;||The image of a battle-worn S&#039;Kra Mur Archmagess appears before you, tearing through battle with a horde of fearsome Adan&#039;f, wielding twin blades of steel -- one in each hand. She rasps sibilant phrases that incite intricate patterns of lightning to soar through the air, arcing in morbid grace between the foes that fall so easily before her. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;boar&#039;&#039;&#039;||The image of a dead warrior forms before you. His body is lying on a marble slab and is being attended to by several holy priests. You watch with interest as they anoint it carefully with holy oil as it is prepared for burial. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;centaur&#039;&#039;&#039;||Droplets of sweat begin to trickle down your back as you feel a stabbing, searing, crushing pain in your chest. Trying to inhale, you find you are unable to draw a breath. Glancing down you see your life&#039;s blood seeping from your body and on to the ground beneath your feet. You look around as your knees begin to buckle, observing a vast battlefield strewn with bodies upon which you are yet another martyr for war&#039;s glory. A wave of blackness sweeps over you like the pall of death, though soon your vision readjusts to your real surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||The image of a proud S&#039;Kra Mur materializes before you. He has a flexible ridged crest which follows the shape of his skull, slitted clear colored eyes, and speckled scales with a pale silver underbelly and a slender tail.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cobra&#039;&#039;&#039;||Visions of trams from all over the realm fills your mind. Each tram is loaded with rocks laced with gold and silver. Some of the trams from deep within the bowels of the earth are laden with diamond, emerald, and ruby encrusted rock. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||Darkness slowly gathers around you like the suffocating pall of night. You blink your eyes, straining to see even the faintest glimmer of light. Slowly, and very subtly, the blackness turns to grey and before you on the horizon the sun begins to rise. A new day is born. Slowly the strange light wanes and your senses return to your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;cow&#039;&#039;&#039;||The image of a busy bazaar appears before you. You see many shoppers of all races milling about the merchants&#039; tables, while colorfully dressed hawkers wander about selling their wares. Standing forlornly in the middle of the bustle stands a small Halfling child, tears streaming down her plump cheeks. She is turning in circles, looking up at the strangers around her. Suddenly there is a screech and you see the child&#039;s face light up with joy as a Halfling woman runs towards her with her arms outstretched. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||A loud grumbling tugs at your imagination as you see strange whorls in the abyss&#039; inky darkness begin to form images. You see a man angrily throwing garments into a case on a bed. A woman with tear streaked cheeks stands near him, wringing her hands and pleading to him with her eyes. The man closes the case loudly and glances derisively at the woman. He pulls a wedding ring from his finger and as he turns to stomp out of the room, he throws it on the floor.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;coyote&#039;&#039;&#039;||The vision of a rain drenched bride slowly materializes before you, her face and dress soiled with running makeup. Sodden wedding guests run for cover as the biting rain pelts down indiscriminately, leaving the poor lass to weep alone at the altar.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dolphin&#039;&#039;&#039;||You see the image of hot searing flames streaking speedily across the sky and huge explosions of red fire engulf the moon above you. Suddenly heavenly rain cascades down from overhead, quenching the horrific fire. As the flames recede, you see the moon charred forever black.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||A grim vision appears before you. You find yourself in the middle of a bloody battlefield strewn with the dead bodies of Elven and Human warriors. It begins to rain and curiously you look up at a strangely cloudless sky. The droplets increase in intensity, soaking your hair and dripping into your eyes where you feel a stinging sensation. Befuddled, you cup your hands together which quickly fill with the strange liquid. You cautiously bring your hands to your mouth and when you taste the rain, you realize it is salty. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;dove&#039;&#039;&#039;||The image of a huge temple with a vaulted ceiling appears before you. Standing in front of the altar is a beautiful bride dressed in a white satin gown holding a cascading bouquet of white roses. Standing proudly by her side is the dark haired groom. They both turn and face the High Priest standing before them. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;goshawk&#039;&#039;&#039;||An interesting scene unfolds before you as tendrils of ether dance over the dark abyss. You see a shifty looking character slip some coin into the hand of a provincial guard. The guard quickly pockets the coin and looks the other way. You watch in disbelief as the shady figure slips into a store, and quickly runs out, a shopkeeper in hot pursuit. The guard continues to look the other way. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;heron&#039;&#039;&#039;||A huge gilded mirror slowly materializes from the ether before you and you feel compelled to admire your image in its depths. As you approach it, it suddenly shatters into fragments of light that swirl down into the abyss below.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;jackal&#039;&#039;&#039;||A vision shimmers before you. You see an old priest lying in his bed, his body ravaged by disease. His wrinkled face grimaces in pain as he draws each labored breath. Slowly he opens his eyes, and stares at something that only he can see. A tiny smile graces his lips and his face softens as he softly exhales for last time.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||A vision of a female warrior dressed in battle garb slowly materializes. She walks slowly, her left leg dragging on the soft earth. Her armor is scuffed and marred and a large sack weighs heavily against her hip. She slowly turns your way and you feel a scream well up in your throat, for there is only an empty socket where her left eye used to be. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;king snake&#039;&#039;&#039;||Spiraled tendrils of ether begin to coalesce before you, forming the insubstantial shape of a conch shell. You reach out and pluck it from the air, and the lines that form it become pronounced and tangible. You hold it to your ear and are lulled by the sibilant sounds echoing eternally within. Your eyes flutter drowsily and you soon find yourself with your hand to your ear, with no sign of the mysterious shell.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;lion&#039;&#039;&#039;||The image of a robed judge materializes before you. You watch as he slams a wooden gavel on the table. A shackled prisoner standing before him hangs his head as he is led back to the cells by the attending guards. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||The image of a man expertly riding a horse forms before you. The horse gallops up a tree lined driveway to a country house and as the rider alights, the door is flung open. Several children emerge from the cozy home and squealing happily they run towards the man to greet him. He drops to one knee and enfolds them in a loving embrace. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||Your vision begins to cloud as a cold emptiness begins to permeate your senses. You find yourself disembodied, floating errantly in a dark void. In the distance a strange bridge protrudes curiously into the emptiness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||A strange scene unfolds before you. You see a man running speedily through the streets of a town. Sweat dribbles down his face and his breathing is labored, and yet he does not pause for rest. He keeps glancing over his shoulder, his eyes glazed and filled with fear. Suddenly you see what is pursuing him. Several vicious hounds, their tongues lolling from their jaws are rapidly descending upon the runner. He trips and sprawls to the ground, and the hounds are upon him. As the vision fades, a steel-clad warrior steps into the alley and retrieves a woman&#039;s handbag that the man had dropped in his haste.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;mongoose&#039;&#039;&#039;||The image of a beautiful silver bastard sword wavers before you. Its formidable hand-polished steel blade is crowned by an ivory handle adorned with a intricately carved dragon&#039;s head. It shimmers indiscriminately, as if beckoning to mold itself to your hand.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;nightingale&#039;&#039;&#039;||A strange scene emerges before you. You see a vision of a huge dragon with glittering scales and long leathery wings. It appears to be weakened as evidenced by its sluggish movements. From outside your realm of vision you sense movement and from that direction a handful of sand is tossed at the battle weary beast. You watch in awe as the mighty beast snorts one last fiery breath and then curls unto itself, fast asleep. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;owl&#039;&#039;&#039;||Your hand numbs momentarily. You glance down at it and find that you are holding a magnificent black staff that is marbled with silver streaks. You hand begins to tingle and as you watch, the staff shimmers and disappears.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||Suddenly you are enveloped in fog and as it slowly begins to clear a strange scene unravels. You see the image of a group of intangible beings wavering before you. They seem filled with despair, their shoulders are slumped and their heads are bowed wearily. Suddenly from among them comes a single loud rallying cry, a solitary voice from the group spurring the others forcefully forward. You observe with fascination as you watch these strange beings begin to gather their strength and plunge into an unseen battle. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ox&#039;&#039;&#039;||The image of a holy priest kneeling before the prone body of a fallen warrior materializes before you. You watch as the priest murmurs a quiet prayer over the dead body. The fallen man gasps in a deep breath, his eyes flying open as the vision begins to disperse.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;panther&#039;&#039;&#039;||The image of a frightened boy retreating from a wounded cougar appears before you. The bloodied cougar is snarling angrily at the child. The boy turns and breaks into a run, dropping a broken longbow to the ground. The cougar gives chase, and begins to close the distance between them. You watch in horror as the animal reaches the terrified child and leaps...only to claw at empty air. The boy has disappeared! You stand there befuddled, and a new scene materializes before you. You see the anxious child in bed looking up at a shadowy figure looming over him. You watch, confused, as the figure bends over and lightly kisses the child on the forehead. The child smiles peacefully and drifts into more pleasant dreams. The vision fades&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||Suddenly your equilibrium seems out of kilter, and you stumble slightly, feeling nauseous. A searing pain stabs you right behind your eyes before it settles down into dull rhythmic pounding between your ears. You hiccup and the bitter taste of flat ale floods your mouth. Still wobbling, you press your palms against your temples and close your eyes, wondering if you are going to pass out. Suddenly you feel the soft brush of a kiss upon your forehead and as you slowly open your eyes, you realize the pain is gone.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;phoenix&#039;&#039;&#039;||The image of a woman practicing vocal ranges appears before you. You cringe as you hear her strain to reach higher octaves as her voice sends unpleasant shivers down your spine. Suddenly the woman twitches oddly, and then coughs. As she opens her mouth to continue, a terror-stricken expression fills her face. No sound comes from her open mouth. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||A vision of a young adventurer materializes before you, as he purchases his first shield from a roadside merchant with a handful of copper. The young lad tromps out of the city gates, arms high and head higher, as he marches thick into the goblins&#039; home. Soon, one of the grimy beasts engages him, striking out with a rusted short sword. As the sword clashes roughly against the lad&#039;s new shield, it shatters under the very first blow, breaking through to land a fair gash in his left arm. With a surprised cry, the would-be adventurer throws down his worthless arms and flees back to the safety of town. As the vision fades, a vile laughter echoes around as an unnatural gleam sparks in the goblin&#039;s eyes.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raccoon&#039;&#039;&#039;||The vision of a seamstress intricately embroidering tiny flowers on a gown materializes before you. As you watch her nimble fingers create purple lilacs on the smooth fabric, you hear her suddenly grumble as the thread snaps. She pauses to rethread her needle, and the scissors in her lap slide to the floor. Reaching down to pick up the scissors, she knocks off a small box of pins which scatter to the floor. She stands, exasperated, and sets the gown on the chair as she begins to pick up the pins. She doesn&#039;t notice the gown slip to the floor, and she inadvertently steps on it, dirt from her shoes marring the fine fabric. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;ram&#039;&#039;&#039;||The image of a tavern filled with raucous Halflings materializes before you. A rotund bartender lines up steins of ale and goblets of wine on the bar before him. The sound of music can be heard intermittently between the boisterous laughter and loud guffaws. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||A table with an ornate golden-filigreed chest glistens into view. You open its ancient dust-laden lid to find a cache of various sized rubies, diamonds, and emeralds. As you reach to take one, the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;raven&#039;&#039;&#039;||You hear a loud, resonant, metallic sound. It repeats itself, falling into what seems to be a natural rhythm. **Clang!** **Clang!** Suddenly it stops and you hear a loud hissing noise, akin to the sound of hot molten lava pouring into a cold mountain lake. You find yourself enveloped in a cloud of hot, moist steam which quickly dissipates.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||A wave of nausea washes over you and your vision goes blank. A brief moment passes where you feel nothing, as if drifting in vast, empty space. You return to your senses shortly, but feeling a bit vacant somehow.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;scorpion&#039;&#039;&#039;||Shadows suddenly swirl up from the abyss, enwreathing you in their inky depths. Gradually pinpoints of light break through as a vast night sky sprawls out above. You fix your gaze heavenward just in time to see a fiery comet streak across the sky, filling you with a sense of sadness.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||A vision of a crowded beach materializes before you. Children play happily in the water while their parents sit on the white sand chatting and enjoying the sun. Ominously the sky begins to darken, going from a clear blue to a cloudy grey and as you peer out over the water you see a huge tidal wave speedily churning towards the unsuspecting swimmers. You watch in mute horror as the tsunami reaches the shoreline and obliterates everything there. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shark&#039;&#039;&#039;||You see the image of a schooner pitching and yawing in an angry turbulent sea. Huge crested waves smash heavily against the struggling ship, drowning the deck in frigid seawater.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrew&#039;&#039;&#039;||The wavering image of a beautiful blond mage appears before you. As you watch, she begins to twirl, and her fabulous multi-colored skirt swirls seductively around her long slender legs. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a cozy bedroom materializes before you. An Elven couple are deeply asleep in their posted bed. The wife begins to thrash beneath the covers, her soft sobs breaking the silence of the night. As her cries become louder, her husband begins to stir and slowly awakens. As he begins to turn towards her, she suddenly bolts upright, screaming loudly, her hands beating away something unseen. She turns, trembling into her husband&#039;s arms, and the vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;shrike&#039;&#039;&#039;||The image of a huge egg appears before you. As you watch, you notice it begin to roll and shake. A crack begins to form, and you see a tiny claw break through the tough shell, picking at it until a small hole is made. Suddenly the head of a baby lizard emerges from the opening. It opens its mouth and a small flame issues forth. It is then you realize that it is not a lizard after all. The image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a campfire materializes before you. Encircling the glowing embers in a small group of people resting quietly as they draw warmth and comfort from the smoldering flames.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;tabby cat&#039;&#039;&#039;||The image of a cozy kitchen materializes before you. A black wood burning stove emits the smell of a succulent dinner cooking. You see a small child playing with a spinning top on a polished wooden floor while his mother sits at the table mending clothes. An older child is curled up on a rug by an open hearth reading a book. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;unicorn&#039;&#039;&#039;||A vision of a Healerie appears before you. Several Empaths sit and efficiently attend to the battle-weary wounded who are brought to them. The pungent scent of herbs and potions fills your nostrils as a young Paladin lass passes in the arms of one of the martyrs, despite his best effort to apply various reagents to her wounds. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||The image of a rain swollen river appears. Dark muddy water filled with soggy debris churns angrily against a weakened dam. In horror you watch as the level of the water steadily raises until the structure can bear its weight no longer. With a huge explosion of sound the damn bursts and tons of water is unleashed, devastating the town below. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;viper&#039;&#039;&#039;||You hear a deep rumbling deep in the earth below you and you feel a slight vibration. The movement becomes stronger as the ground starts to tremble beneath you. You fight to remain upright.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||A macabre scene unfolds before you. You see a hunter patiently stalking his prey, a loaded crossbow in his hands. As he slowly creeps forward you notice an exposed root in his path. You try to shout a warning, but no sound escapes your open mouth. You watch in horror as in slow motion, the hunter&#039;s foot catches the root and he tumbles to the ground. The crossbow fires and impales him in the gut. He screams in agony and writhes in excruciating pain as his now empty hands attempt to staunch the flow of his life&#039;s blood. As the vision fades and you watch the hunter die a slow and agonizing death, you hear a satisfied gutteral rasping in the nearby forest.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;vulture&#039;&#039;&#039;||The grim scene of a battlefield unfolds before you. Hundreds of mutilated bodies, some still alive, cover a bloody field. You see an undulating shadow hovering macabrely as it glides from one body to the next. It pauses over the fallen that are writhing in their final death throes and waits for them to breathe their last. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||The image of a Halfling lass hanging clean white bedding on a clothesline emerges before you. The small sheets waft gently in the breeze as they dry in the hot summer heat. Inexplicably a dark black cloud appears in the clear sky. A torrent of rain deluges the crisp sheets and the ground beneath them. As suddenly as the storm appears, it vanishes, and the sun begins to dry the now soiled linen. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;weasel&#039;&#039;&#039;||You experience a brief feeling of vertigo and find yourself high up on a huge precipice. You feel the hair on the back of your neck and arms raise, as if the air is charged with electricity, but you see no storm clouds. Suddenly the clear blue sky is filled with streaks of white light that coalesce into bolts of lightening, smashing into the side of the cliff near you. You dive for cover as rocks and boulders explode with the vicious strikes. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||The vision of a temple shrine materializes before you. You see four marble columns supporting a latticework roof covered in flowering vines. A simple marble altar stands at the far end of the shrine before a brilliant tapestry in black and gold. You watch as two young children enter the area giggling and whispering to each other. Kneeling down they both very carefully reach into their pockets and remove a few pieces of sticky candy. They bow their heads whispering a quiet prayer, and gently place the sweets on the altar. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;welkin&#039;&#039;&#039;||You see the image of an old basket weaver working diligently at his craft. Hundreds of his creations are stacked on several tables surrounding him, each item a testament to his extensive talent. The old man speedily works, his gnarled hands intricately intertwining the damp slats before they dry. He pauses briefly, with a puzzled expression. He ponders a moment and then looks carefully at the partially completed basket in his hands. You hear a small gasp escape his lips as he notices a flaw in the row he has just weaved. He mutters a quiet prayer of thanks under his breath as he unravels the slats to the point of error. The vision fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolf&#039;&#039;&#039;||The image of three Heralds forms before you. You instantly turn your head, as you know instinctively that to gaze upon them will only cause you pain. Their mere presence seems to tug at the essence coursing through you. A gnawing thought seeps into your subconscious, a remembrance of something past. The images fade.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;magpie&#039;&#039;&#039;||Your vision blurs, and you see the image of yourself old and withered. You are seated at a huge round table and are surrounded by friends and family who are toasting to your long life. As you raise your glass to drink of its contents the image fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wolverine&#039;&#039;&#039;||A beautiful vista materializes. You find yourself standing atop a mountain, with miles of open land splayed out before you. In one direction you can see lush apple trees dotting a flowered meadow. A bubbling trout filled brook meanders crookedly through fertile landscape, while a doe with a young fawn pause to drink from the cool stream. A dark forest greets you as you gaze in a different direction, while in another view snowcapped mountains emerge. Slowly the beautiful panorama, unblemished by mortal man, fades.&lt;br /&gt;
|-&lt;br /&gt;
|A spiritual &#039;&#039;&#039;wren&#039;&#039;&#039;||A cozy room materializes before you. A black kettle of bubbling soup hangs from an iron hook over a crackling fire. Cooling on the table in the center of the room are several loaves of bread. Out of the corner of your eye a movement catches your eye. You gasp in amazement as you watch a slender figure with vibrant sapphire blue wings fly through the open window, grab the bread, and fly out! The vision fades.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
TIP: When you see the vision and have a choice... the correct way to respond is to go SE, S or SW... depending on which sector the animal spirit is in. You cannot go east, or west.&lt;br /&gt;
&lt;br /&gt;
There are 5 choices you have to make correctly before you can reach the dais where the grimoire is that you have to read before you learn Infusion. If you make the wrong choice, you will fall into Maelshyve&#039;s Ascent and be stunned for a moment. The bloodwraiths are in here so BE CAREFUL! I stepped into one room and one of them nailed me in one cast of fireball I think it was and I died. You have to run through the rooms but be careful while running because you can trip and fall, sometimes landing a few feet below on another level. Once you get to the top of it and go up, just {{com|GO}} {{tt|throne}} and you will end up in the safe room (altar of flesh). Then go ne all the way, and s all the way back to the altar of the soul. {{com|GO}} {{tt|bridge}} again and start all over if you&#039;ve failed.&lt;br /&gt;
&lt;br /&gt;
If you take too long, the bridge will flicker and waver, then disappear and you will end up in Maelshyve&#039;s Ascent again. Then you will have to repeat the blessing of lach claws and putting them on the 3 altars part. Once you are successful and reach the dais, you need to open the grimoire, and then type {{com|READ}} {{tt|grimoire}} and stay there until you have read it. This part will take awhile, and you will be locked into Roundtime for a total of 6.5 minutes.&lt;br /&gt;
&lt;br /&gt;
===Finish===&lt;br /&gt;
&lt;br /&gt;
Once you are finished reading the grimoire, there are two paths of egress from the spirit bridge:&lt;br /&gt;
&lt;br /&gt;
====With Shield of Light====&lt;br /&gt;
&lt;br /&gt;
#Remove and stow your physical shield to create a platform with Shield of Light. Your shield cannot be on your arm or in your hands.   &lt;br /&gt;
#{{com|Cast}} [[Shield of Light]], harness some mana and {{com|INFUSE|infuse}} SOL &amp;lt;amount of mana&amp;gt;. It will create a glowing platform. &lt;br /&gt;
#{{com|GO}} {{tt|platform}} and you&#039;ll be taken back across the gap and be deposited at the altar of the soul. The messaging will instruct you to Jump Off to leave the platform. This is not the case. You&#039;ll automatically be deposited at the altar of the soul. You&#039;ll probably be immediately engaged by creatures so be ready to retreat and run to the safety of the Altar of the Flesh.&lt;br /&gt;
#From the Altar of the Flesh, {{com|GO}} SE, SE, SE, SE, SE, S, {{com|GO}} {{tt|Arch}}, West, {{com|GO}} {{tt|door}} to the Hierophant&#039;s Chamber.&lt;br /&gt;
&lt;br /&gt;
To return to the surface, exit through the armoire in the Hierophant&#039;s Chamber. {{com|Open}} {{tt|armoire}}, {{com|Search}} {{tt|armoire}}, {{com|GO}} {{tt|armoire}}.&lt;br /&gt;
&lt;br /&gt;
====Without Shield of Light====&lt;br /&gt;
&lt;br /&gt;
#{{com|JUMP}} {{tt|abyss}} to leave the spirit bridge. You&#039;ll experience a short stun upon landing.&lt;br /&gt;
#You can reference the top-left of this map to get out of the next are you will be dropped into: https://elanthipedia.play.net/RanikMap64d Slowly move from room to room, ascending up to the top of Maelshyve&#039;s Ascent. Moving too quickly between rooms will result in a trip and fall, Roundtime, falling prone and/or falling down to lower levels.&lt;br /&gt;
#{{com|GO}} {{tt|throne}}&lt;br /&gt;
#From the Altar of the Flesh, {{com|GO}} SE, SE, SE, SE, SE, S, {{com|GO}} {{tt|Arch}}, West, {{com|GO}} {{tt|door}} to the Hierophant&#039;s Chamber.&lt;br /&gt;
&lt;br /&gt;
To return to the surface, exit through the armoire in the Hierophant&#039;s Chamber. {{com|Open}} {{tt|armoire}}, {{com|Search}} {{tt|armoire}}, {{com|GO}} {{tt|armoire}}.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=687463</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=687463"/>
		<updated>2026-01-13T16:16:08Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Links to Other DragonRealms Discords */ The Silent Herald&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Official Server==&lt;br /&gt;
The official DragonRealms Discord server is currently open to anyone with an active account.  It opened to &#039;&#039;&#039;platinum&#039;&#039;&#039; subscribers on March 4th, 2021, and to &#039;&#039;&#039;premium&#039;&#039;&#039; subscribers the following day. The rollout for &#039;&#039;&#039;standard&#039;&#039;&#039; subscribers began on March 8th, 2021. The server became available to all users on March 24th, 2021.&lt;br /&gt;
&lt;br /&gt;
===Invite Link===&lt;br /&gt;
See the {{com|discord}} command in-game to get your invitation link.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Please read the in-game instructions &#039;&#039;&#039;completely&#039;&#039;&#039; before proceeding.&lt;br /&gt;
&lt;br /&gt;
The roles needed to access the rest of the server are not applied until &#039;&#039;&#039;AFTER&#039;&#039;&#039; you select if you want your display name to be based on your ACCOUNT name or CHARACTER name.  (&amp;lt;code&amp;gt;Please use DISCORD CHARACTER or DISCORD ACCOUNT to indicate your naming preference.&amp;lt;/code&amp;gt;)  This step is often missed.&lt;br /&gt;
&lt;br /&gt;
====Linking Limitations====&lt;br /&gt;
The in-game validation/handshake (via the {{tt|discord}} command) does not work correctly if your Discord username contains spaces.&lt;br /&gt;
* Visit your Discord settings. Change &amp;lt;code&amp;gt;Bob Smith&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;BobSmith&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can put the space back after the handshake process is complete, if you feel strongly about it.&lt;br /&gt;
* If you play in multiple DragonRealms instances: if you adjust your Discord username &#039;&#039;after&#039;&#039; validating, the other instances will not recognize you if you attempt to make adjustments (like changing from ACCOUNT to Character display).  You can accomplish this change in a different instance if you {{tt|DISCORD}} {{tt|RESET}} in that instance and re-validate (without spaces again).&lt;br /&gt;
&lt;br /&gt;
===In-Game Authorization===&lt;br /&gt;
If you would like to join the conversation, please use the {{tt|DISCORD}} command in-game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;READ ALL OF THE WORDS&#039;&#039;&#039; before you do the things!&lt;br /&gt;
&lt;br /&gt;
* You MUST start by clicking the invite link that this command displays. &#039;&#039;&#039;If you are not already present in the server when you complete the next steps, you will not be assigned your roles and will be unable to access the full server.&#039;&#039;&#039;&lt;br /&gt;
* After you click the link, you will be added to the DragonRealms server on Discord. There will be very few channels visible. Please read over them!&lt;br /&gt;
* Once you have read the Welcome message and the Server Rules, return to the game and complete the steps in the {{tt|DISCORD}} command to get your account set up and have roles added. &lt;br /&gt;
&lt;br /&gt;
NOTE: &#039;&#039;&#039;Your username is CASE SENSITIVE!&#039;&#039;&#039; If you make a mistake, you will not be assigned your roles correctly. You can {{tt|DISCORD}} {{tt|RESET}} to start over. If you reset, you will be kicked out of the server and will have to click the join link again.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the process in game, hop back over to Discord and say hello!&lt;br /&gt;
&lt;br /&gt;
==Unofficial Server==&lt;br /&gt;
The unofficial DragonRealms Discord is &#039;&#039;&#039;hosted, run, and moderated by players&#039;&#039;&#039;.  Simutronics Staff are in the Discord and may speak up at any time.  They are tagged with appropriate roles.  Do not give your private information or passwords to anyone in the chat for any reason.  Moderators and staff cannot be held accountable for your actions.&lt;br /&gt;
&lt;br /&gt;
See the Discord&#039;s &amp;lt;code&amp;gt;#rules&amp;lt;/code&amp;gt; channel for more information.&lt;br /&gt;
&lt;br /&gt;
=== Invite Link ===&lt;br /&gt;
;https://discordapp.com/invite/012CV9CNB6YximtAZ&lt;br /&gt;
&lt;br /&gt;
=== Resources in the Discord ===&lt;br /&gt;
;See the Discord &#039;&#039;#resources&#039;&#039; channel for links to these!&lt;br /&gt;
&lt;br /&gt;
==== Atabot ====&lt;br /&gt;
* A player-designed and run bot useful for performing quick wiki searches.&lt;br /&gt;
: Use &amp;lt;code&amp;gt;!help&amp;lt;/code&amp;gt; in the discord to see Atabot&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Discords ====&lt;br /&gt;
* Guild Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/qdJxvFA Astral Alliance], [https://discord.gg/m6VVMtj Elementary Education], [https://discord.gg/4KA37eB Empath Circle], [https://discord.gg/ckgXY4w DR Necromancer Chat], [https://discord.gg/zq3Y4YF DR Trading Outpost], [https://discord.gg/ckX3Yf7 Barbarian&#039;s Arena], [https://discord.gg/dC92jA4 Chapel of Bone], [https://discord.gg/pzU7s46 Imperishable Flames], [https://discord.gg/xGYmDDq Lunar Accord], [https://discord.gg/qZ7ysBC The Bards&#039; Corner], [https://discord.gg/R26bRFq The Third Way], [https://discord.gg/KENHrnEv Trailblazers], [https://discord.gg/FhBeWYU Wren&#039;s Nest]&lt;br /&gt;
&lt;br /&gt;
* Race Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/wr4D5z6 Sfek Vauns Arotru], [https://discord.gg/j2QmgcU Sraan S&#039;kra]&lt;br /&gt;
&lt;br /&gt;
* Crafting Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/F8Q8jCP Crafting Circle], [https://discord.gg/cnbyYTH Crafters Union]&lt;br /&gt;
&lt;br /&gt;
* Questing Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/r3rrvsT Double D&#039;s Quests ~N~ Stuff]&lt;br /&gt;
&lt;br /&gt;
* Roleplay &amp;amp; Community Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/fxBpsmQW7k Adventure Nexus]&lt;br /&gt;
&lt;br /&gt;
* Front End Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/MtmzE2w Genie4], [https://discord.gg/uxZWxuX Lich], [https://discord.gg/XqyCNEq Outlander]&lt;br /&gt;
&lt;br /&gt;
* Announcement Center for Discord Server Owners/Operators&lt;br /&gt;
: Options: The DragonRealms Towne Crier [https://discord.gg/r83uhx6W5S DRTC],  Read-Only reporting server: GwethNet·LNET·The Starry Road·Population [https://discord.gg/GJjRWnRKxd The Silent Herald]&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Resources ====&lt;br /&gt;
* Useful website urls for player tools, maps, and forums.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=687448</id>
		<title>Time Development Points</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=687448"/>
		<updated>2026-01-12T20:04:14Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* TDPs from Leveling Skills */ Commoner details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Time Development Points (TDPs) are used to increase [[attributes]].&lt;br /&gt;
&lt;br /&gt;
In order to use TDPs to raise a stat, one must go to a designated room for training that particular stat and type &amp;lt;tt&amp;gt;TRAIN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;STUDY&amp;lt;/tt&amp;gt; twice to confirm. Training rooms for each stat are available within or near every major city.&lt;br /&gt;
&lt;br /&gt;
A new character is given 600 TDPs right out of the Character Manager. After that, the only way to gain more TDPs is by circling or obtaining new ranks in skills. &lt;br /&gt;
&lt;br /&gt;
==TDPs from Circling==&lt;br /&gt;
Each time you circle, up to 150, you will gain a base number of TDPs plus a bonus based on your circle. Below circle 10 you get a base of 50 TDPs. Circle 10 onward, you will gain 100 TDPs as a base. The bonus TDPs are always equal to the circle you just attained. For example: if you attain circle 27, you will get 127 TDPs.&lt;br /&gt;
&lt;br /&gt;
After circle 150, TDPs cannot be gained from circling.  The total number of TDPs gained from circling is 25,824.&lt;br /&gt;
&lt;br /&gt;
==TDPs from Leveling Skills==&lt;br /&gt;
Each time you gain a new rank in any skill, the integer value of that rank is added into a hidden pool (the TDP pool). If at any time the total in the pool reaches or exceeds 200, you gain one TDP and 200 is subtracted from the pool. This also applies for multiples of 200: if the TDP pool reaches 400, you gain two TDPs and 400 points are subtracted; for 600 you get three TDPs and 600 is deducted from the pool, etc.&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s assume that your TDP pool is currently zero. You increase your [[Perception skill]] to attain rank 150. 150 points are added to the TDP pool. You then increase your [[Leather Armor skill]] to rank 66. 66 points are added to the TDP pool, making a total of 216. You gain one TDP, and 200 points are subtracted from the TDP pool leaving 16 points. Next, you increase your {{skill|Arcana}} to 197. Your pool increases to 213, you gain yet another TDP, and the pool is reduced to 13.&lt;br /&gt;
&lt;br /&gt;
Since the experience change where all tertiary skills less than 100 ranks are learned at the rate of secondary skills, it is considerably easier than it was to level tertiary skills for the sake of TDPs alone. Leveling a single skill to 100 ranks will result in a gain of 25 TDPs when all is said and done. Leveling a skill to only 50 will result in a gain of 6 TDPs.&lt;br /&gt;
&lt;br /&gt;
Magic Using guilds (all but Thief and Barbarian) can gain a maximum of 398,352 TDPs from skills (Every trainable skill [52] to 1750).  Thieves and Barbarians cannot learn Sorcery, Attunemnet, or Targeted Magic so can only gain a maximum of 375,370 TDPs from skills (22,982 less than magic using guilds).  Commoners, who can only learn Arcana from the Magic Skillset, can only gain a maximum of 329,406 TDPS (68,946 less than Magic Using Guilds, and 45,964 less than Barbarians and Thieves).&lt;br /&gt;
&lt;br /&gt;
==Death and Losing TDPs==&lt;br /&gt;
When you &#039;&#039;&#039;lose&#039;&#039;&#039; ranks from memory decay as a result of death without rejuvenation, your TDP pool will be &#039;&#039;&#039;reduced&#039;&#039;&#039; by the ranks you lost. If this sends the TDP pool below zero you will lose a TDP, and 200 will be added to the pool. This process makes it possible to have a negative number of TDPs.&lt;br /&gt;
&lt;br /&gt;
==TDP Formulas==&lt;br /&gt;
In mathematical terms, the total number of TDPs gained from a single skill is the sum of integers from 0 to the maximum earned rank divided by 200. This can be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_single_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
In particular, TDPs are quadratic with respect to rank, meaning that it becomes more and more efficient at higher levels to train higher ranked skills.  For example, a single skill produces the equivalent of one TDP at ranks 20, 28, 34, 39, 43, and so on, with the gap narrowly closing until (of course) a TDP is produced every rank past 200.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;hidden TDP pool&amp;quot; is shared between skills, the floor function operates on the sum of skills, instead of each skill individually. The formula to calculate the total TDPs gained from all skills is as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
TDPs granted from all levels gained can be expressed with the following formula:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_levels_formula.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
* {{com|TDP}} {{tt|project}}&lt;br /&gt;
* [[Calculate TDPs gained (script)]]: A Genie script for calcluating the number of TDPs gained from advancing one skill from 1 to X.&lt;br /&gt;
* [http://matoom.github.io/calculators/tdpcalc.html DragonRealms TDP Calculator]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Statistics}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=687447</id>
		<title>Time Development Points</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=687447"/>
		<updated>2026-01-12T19:06:12Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* TDPs from Leveling Skills */ Max TDPs from skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Time Development Points (TDPs) are used to increase [[attributes]].&lt;br /&gt;
&lt;br /&gt;
In order to use TDPs to raise a stat, one must go to a designated room for training that particular stat and type &amp;lt;tt&amp;gt;TRAIN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;STUDY&amp;lt;/tt&amp;gt; twice to confirm. Training rooms for each stat are available within or near every major city.&lt;br /&gt;
&lt;br /&gt;
A new character is given 600 TDPs right out of the Character Manager. After that, the only way to gain more TDPs is by circling or obtaining new ranks in skills. &lt;br /&gt;
&lt;br /&gt;
==TDPs from Circling==&lt;br /&gt;
Each time you circle, up to 150, you will gain a base number of TDPs plus a bonus based on your circle. Below circle 10 you get a base of 50 TDPs. Circle 10 onward, you will gain 100 TDPs as a base. The bonus TDPs are always equal to the circle you just attained. For example: if you attain circle 27, you will get 127 TDPs.&lt;br /&gt;
&lt;br /&gt;
After circle 150, TDPs cannot be gained from circling.  The total number of TDPs gained from circling is 25,824.&lt;br /&gt;
&lt;br /&gt;
==TDPs from Leveling Skills==&lt;br /&gt;
Each time you gain a new rank in any skill, the integer value of that rank is added into a hidden pool (the TDP pool). If at any time the total in the pool reaches or exceeds 200, you gain one TDP and 200 is subtracted from the pool. This also applies for multiples of 200: if the TDP pool reaches 400, you gain two TDPs and 400 points are subtracted; for 600 you get three TDPs and 600 is deducted from the pool, etc.&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s assume that your TDP pool is currently zero. You increase your [[Perception skill]] to attain rank 150. 150 points are added to the TDP pool. You then increase your [[Leather Armor skill]] to rank 66. 66 points are added to the TDP pool, making a total of 216. You gain one TDP, and 200 points are subtracted from the TDP pool leaving 16 points. Next, you increase your {{skill|Arcana}} to 197. Your pool increases to 213, you gain yet another TDP, and the pool is reduced to 13.&lt;br /&gt;
&lt;br /&gt;
Since the experience change where all tertiary skills less than 100 ranks are learned at the rate of secondary skills, it is considerably easier than it was to level tertiary skills for the sake of TDPs alone. Leveling a single skill to 100 ranks will result in a gain of 25 TDPs when all is said and done. Leveling a skill to only 50 will result in a gain of 6 TDPs.&lt;br /&gt;
&lt;br /&gt;
Magic Using guilds (all but Thief and Barbarian) can gain a maximum of 398,352 TDPs from skills (Every trainable skill [52] to 1750).  Thieves and Barbarians cannot learn Sorcery, Attunemnet, or Targeted Magic so can only gain a maximum of 375,370 TDPs from skills (22,982 less than magic using guilds).&lt;br /&gt;
&lt;br /&gt;
==Death and Losing TDPs==&lt;br /&gt;
When you &#039;&#039;&#039;lose&#039;&#039;&#039; ranks from memory decay as a result of death without rejuvenation, your TDP pool will be &#039;&#039;&#039;reduced&#039;&#039;&#039; by the ranks you lost. If this sends the TDP pool below zero you will lose a TDP, and 200 will be added to the pool. This process makes it possible to have a negative number of TDPs.&lt;br /&gt;
&lt;br /&gt;
==TDP Formulas==&lt;br /&gt;
In mathematical terms, the total number of TDPs gained from a single skill is the sum of integers from 0 to the maximum earned rank divided by 200. This can be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_single_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
In particular, TDPs are quadratic with respect to rank, meaning that it becomes more and more efficient at higher levels to train higher ranked skills.  For example, a single skill produces the equivalent of one TDP at ranks 20, 28, 34, 39, 43, and so on, with the gap narrowly closing until (of course) a TDP is produced every rank past 200.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;hidden TDP pool&amp;quot; is shared between skills, the floor function operates on the sum of skills, instead of each skill individually. The formula to calculate the total TDPs gained from all skills is as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
TDPs granted from all levels gained can be expressed with the following formula:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_levels_formula.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
* {{com|TDP}} {{tt|project}}&lt;br /&gt;
* [[Calculate TDPs gained (script)]]: A Genie script for calcluating the number of TDPs gained from advancing one skill from 1 to X.&lt;br /&gt;
* [http://matoom.github.io/calculators/tdpcalc.html DragonRealms TDP Calculator]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Statistics}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=687442</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=687442"/>
		<updated>2026-01-12T16:57:58Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Zolulren */ The Crystal Cavern of Eluned.&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;
{{#ask: [[page type is::item]][[Has item property::pilgrim&#039;s badge]]&lt;br /&gt;
|?Source is=Source&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&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 Sundering Chapel of the Crossing High Temple]]&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|Huldah&#039;s altar at Knife Clan]]&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|A basalt altar at Stone Clan]]&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 Crystal Cavern of Eluned]]&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|The blackfruit&#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|A driftwood altar at River Clan]]&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 &#039;&#039;&#039;altar&#039;&#039;&#039;.&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;
===[[Mistwood Forest]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34c|Zachriedek&#039;s altar in Mistwood Forest.]]&lt;br /&gt;
:In the [[Sky giant|Sky Giants]] hunting area.&lt;br /&gt;
:[Mistwood Forest, In a Ravine]&lt;br /&gt;
::Dark boulders topped with a stone slab form a crude &#039;&#039;&#039;altar&#039;&#039;&#039; in the shadow of the ravine walls.  A hollow in the slab holds a bit of stagnant water, and a dried snake skin and a desiccated cardinal&#039;s wing with a few bedraggled feathers still clinging to it lie nearby.&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, LOOK IN NICHE to see it.&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;
*[[RanikMap66a|Berengaria&#039;s stone shrine.]]&lt;br /&gt;
:Near Steelclaw Clan.&lt;br /&gt;
:[Farmland, Bridle Path]&lt;br /&gt;
::Some devout farmer has erected a &#039;&#039;&#039;shrine&#039;&#039;&#039; to Berengaria, goddess of the growing earth, beside the packed-earth trail.  Although it may just be wishful thinking, the crops growing in the fields adjacent to the shrine seem healthier than those farther away.  The line of trees to the north looms imposingly over the fields.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine 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;
===[[Zaldi Taipa]]===&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;
===[[Fang Cove]]===&lt;br /&gt;
*[[RanikMap151|A hidden cave in Fang Cove.]]&lt;br /&gt;
: You must be an [[Estate Holder]] to reach this location.&lt;br /&gt;
:[Fang&#039;s Rise, Hidden Cave]&lt;br /&gt;
::This cave&#039;s concave stone walls are heavily carved with sea scenes that run the gamut from the tiniest minnow to several sea monsters.  Some large, rough rocks surround an unusual assortment of &#039;&#039;&#039;boulders&#039;&#039;&#039;.  The air hangs heavily, almost as if pressing downward.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder 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;
*[[RanikMap109c|A secluded bath in an oasis]]&lt;br /&gt;
:Inside the oasis with the Elf.  When at the oasis you must GO BATH&#039;&#039;.&lt;br /&gt;
:[The Oasis, A Secluded Bath]&lt;br /&gt;
::A hot spring bubbles up to meet the cool water flowing from the overhanging stony outcrop, creating a steamy mist that rises to reach the wide expanse of the desert sky.  The soothing waters could easily force the harsh reality of the arid desert to fade into a dim memory.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue 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;
*[[RanikMap116|Traveler&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Three north of where Wisdom is trained.&lt;br /&gt;
:[Traveler&#039;s Shrine, Altar Alcove]&lt;br /&gt;
::Soaring upwards to form a dome overhead, the white walls are decorated predominantly with paint and stone mosaics that will not interfere with the exemplary acoustics of the chapel.  Phoenixes shimmering with traces of copper gilt are depicted emerging from gold-streaked crimson marble flames.  Each bird&#039;s attention is focused upon a portrait of a slender Elven woman with red hair.&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;
* [[Andreshlew Holy Shrine]]&lt;br /&gt;
:[Andreshlew, Holy Shrine]&lt;br /&gt;
::Andreshlew&#039;s holy shrine, surrounded by its arching peristyle of pearl, contains an elaborate marble altar in the center of a colorful coral garden. The garden, filled with coral sculptures of animals and rainbow anemone, is broken by paths leading to the &#039;&#039;&#039;altar&#039;&#039;&#039;, upon which is a finely polished gold statue of a Merelew male.&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;
&lt;br /&gt;
*The head of 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;
:&#039;&#039;Destroyed along with the rest of the Massive Arachnid&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
=Full Badge Listing=&lt;br /&gt;
This section is provided here to be able to easily compare which shrines you might be missing (Currently Work in Progress):&lt;br /&gt;
&lt;br /&gt;
==Zolulren==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Zoluren ~&lt;br /&gt;
The shrine of Tamsine&#039;s Rest.&lt;br /&gt;
The Crossing Clerics&#039; Guild chapel, devoted to Hodierna and Kertigen.&lt;br /&gt;
The altar at Misenseor Abbey.&lt;br /&gt;
The altar at Kilth Aldiyaus.&lt;br /&gt;
The shrine to Glythtide in Arthe Dale.&lt;br /&gt;
The altar to Albreda at Tiger Clan&#039;s church.&lt;br /&gt;
Damaris&#039; altar near Kaerna.&lt;br /&gt;
The shrine at Hodierna&#039;s Solace.&lt;br /&gt;
The shrine to Ushnish in the Crossing.&lt;br /&gt;
The shrine to Kertigen in the Crossing.&lt;br /&gt;
The Crystal Cavern of Eluned.&lt;br /&gt;
Ve Aevan Gaenan, The High Altar.&lt;br /&gt;
The Sundering Chapel of the Crossing High Temple.&lt;br /&gt;
The shrine to Saemaus in the Handfaster&#039;s Glade.&lt;br /&gt;
A basalt altar at Stone Clan.&lt;br /&gt;
Huldah&#039;s altar at Knife Clan.&lt;br /&gt;
Wildflower Meadow, Before the Gods.&lt;br /&gt;
The blackfruit&#039;s altar in the Forest of Night.&lt;br /&gt;
A driftwood altar at River Clan.&lt;br /&gt;
The rebirth altar in the Resurrection Creche.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Therengia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Therengia ~&lt;br /&gt;
The shrine to Divyaush in the Riverhaven Temple.&lt;br /&gt;
The shrine of Harawep in Riverhaven.&lt;br /&gt;
Chadatru&#039;s chapel in Theren Keep.&lt;br /&gt;
Therenborough&#039;s village chapel.&lt;br /&gt;
A battered altar construct in Muspar&#039;i, Golden Heights.&lt;br /&gt;
The Temple of Hav&#039;roth, Muspar&#039;i.&lt;br /&gt;
Berengaria&#039;s altar in Rossman&#039;s Landing church.&lt;br /&gt;
The altar in Ker&#039;Leor, Zindalyi Lyba.&lt;br /&gt;
The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael.&lt;br /&gt;
The fallen altar in Maelshyve&#039;s Fortress.&lt;br /&gt;
The shrine of the Huntress in a dark thicket.&lt;br /&gt;
Kuniyo&#039;s stone altar in Danduwen Forest.&lt;br /&gt;
The shrine of Urrem&#039;tier, a forsaken testament.&lt;br /&gt;
Drogor&#039;s sacrificial altar by Faldesu River.&lt;br /&gt;
The Ganen Eliza altar.&lt;br /&gt;
A stone sliver in Siksraja.&lt;br /&gt;
Hodierna&#039;s Gift Cathedral.&lt;br /&gt;
The Scorpion&#039;s Stinger.&lt;br /&gt;
A basalt slab at Sand Clan.&lt;br /&gt;
The Fornsted chapel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ilithi==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Ilithi ~&lt;br /&gt;
The Shrine to the Dragon.&lt;br /&gt;
The chapel in Steelclaw Clan.&lt;br /&gt;
Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes.&lt;br /&gt;
The altar to Berengaria in the Gash.&lt;br /&gt;
An ebony altar in a secluded shrine on the Darkmist Moor.&lt;br /&gt;
The rebirth altar in the Temple of Light.&lt;br /&gt;
The rebirth altar in the Temple of Darkness.&lt;br /&gt;
The Undershard temple.&lt;br /&gt;
The wedding chapel at Marachek&#039;s Oak.&lt;br /&gt;
Kerenhappuch&#039;s hot springs.&lt;br /&gt;
Corik&#039;s Wall, Chantry.&lt;br /&gt;
A granite plinth at Shadow&#039;s Reach.&lt;br /&gt;
A purple osage heartwood altar at Horse Clan.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qi&#039;Reshalia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Qi&#039;Reshalia ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forfedhdar==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Forfedhdar ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=687441</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=687441"/>
		<updated>2026-01-12T16:44:54Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Zolulren */ More shrines&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;
{{#ask: [[page type is::item]][[Has item property::pilgrim&#039;s badge]]&lt;br /&gt;
|?Source is=Source&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&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 Sundering Chapel of the Crossing High Temple]]&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|Huldah&#039;s altar at Knife Clan]]&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|A basalt altar at Stone Clan]]&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 Crystal Cavern of Eluned]]&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|The blackfruit&#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|A driftwood altar at River Clan]]&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 &#039;&#039;&#039;altar&#039;&#039;&#039;.&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;
===[[Mistwood Forest]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34c|Zachriedek&#039;s altar in Mistwood Forest.]]&lt;br /&gt;
:In the [[Sky giant|Sky Giants]] hunting area.&lt;br /&gt;
:[Mistwood Forest, In a Ravine]&lt;br /&gt;
::Dark boulders topped with a stone slab form a crude &#039;&#039;&#039;altar&#039;&#039;&#039; in the shadow of the ravine walls.  A hollow in the slab holds a bit of stagnant water, and a dried snake skin and a desiccated cardinal&#039;s wing with a few bedraggled feathers still clinging to it lie nearby.&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, LOOK IN NICHE to see it.&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;
*[[RanikMap66a|Berengaria&#039;s stone shrine.]]&lt;br /&gt;
:Near Steelclaw Clan.&lt;br /&gt;
:[Farmland, Bridle Path]&lt;br /&gt;
::Some devout farmer has erected a &#039;&#039;&#039;shrine&#039;&#039;&#039; to Berengaria, goddess of the growing earth, beside the packed-earth trail.  Although it may just be wishful thinking, the crops growing in the fields adjacent to the shrine seem healthier than those farther away.  The line of trees to the north looms imposingly over the fields.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine 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;
===[[Zaldi Taipa]]===&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;
===[[Fang Cove]]===&lt;br /&gt;
*[[RanikMap151|A hidden cave in Fang Cove.]]&lt;br /&gt;
: You must be an [[Estate Holder]] to reach this location.&lt;br /&gt;
:[Fang&#039;s Rise, Hidden Cave]&lt;br /&gt;
::This cave&#039;s concave stone walls are heavily carved with sea scenes that run the gamut from the tiniest minnow to several sea monsters.  Some large, rough rocks surround an unusual assortment of &#039;&#039;&#039;boulders&#039;&#039;&#039;.  The air hangs heavily, almost as if pressing downward.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder 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;
*[[RanikMap109c|A secluded bath in an oasis]]&lt;br /&gt;
:Inside the oasis with the Elf.  When at the oasis you must GO BATH&#039;&#039;.&lt;br /&gt;
:[The Oasis, A Secluded Bath]&lt;br /&gt;
::A hot spring bubbles up to meet the cool water flowing from the overhanging stony outcrop, creating a steamy mist that rises to reach the wide expanse of the desert sky.  The soothing waters could easily force the harsh reality of the arid desert to fade into a dim memory.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue 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;
*[[RanikMap116|Traveler&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Three north of where Wisdom is trained.&lt;br /&gt;
:[Traveler&#039;s Shrine, Altar Alcove]&lt;br /&gt;
::Soaring upwards to form a dome overhead, the white walls are decorated predominantly with paint and stone mosaics that will not interfere with the exemplary acoustics of the chapel.  Phoenixes shimmering with traces of copper gilt are depicted emerging from gold-streaked crimson marble flames.  Each bird&#039;s attention is focused upon a portrait of a slender Elven woman with red hair.&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;
* [[Andreshlew Holy Shrine]]&lt;br /&gt;
:[Andreshlew, Holy Shrine]&lt;br /&gt;
::Andreshlew&#039;s holy shrine, surrounded by its arching peristyle of pearl, contains an elaborate marble altar in the center of a colorful coral garden. The garden, filled with coral sculptures of animals and rainbow anemone, is broken by paths leading to the &#039;&#039;&#039;altar&#039;&#039;&#039;, upon which is a finely polished gold statue of a Merelew male.&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;
&lt;br /&gt;
*The head of 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;
:&#039;&#039;Destroyed along with the rest of the Massive Arachnid&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
=Full Badge Listing=&lt;br /&gt;
This section is provided here to be able to easily compare which shrines you might be missing (Currently Work in Progress):&lt;br /&gt;
&lt;br /&gt;
==Zolulren==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Zoluren ~&lt;br /&gt;
The shrine of Tamsine&#039;s Rest.&lt;br /&gt;
The Crossing Clerics&#039; Guild chapel, devoted to Hodierna and Kertigen.&lt;br /&gt;
The altar at Misenseor Abbey.&lt;br /&gt;
The altar at Kilth Aldiyaus.&lt;br /&gt;
The shrine to Glythtide in Arthe Dale.&lt;br /&gt;
The altar to Albreda at Tiger Clan&#039;s church.&lt;br /&gt;
Damaris&#039; altar near Kaerna.&lt;br /&gt;
The shrine at Hodierna&#039;s Solace.&lt;br /&gt;
The shrine to Ushnish in the Crossing.&lt;br /&gt;
The shrine to Kertigen in the Crossing.&lt;br /&gt;
Ve Aevan Gaenan, The High Altar.&lt;br /&gt;
The Sundering Chapel of the Crossing High Temple.&lt;br /&gt;
The shrine to Saemaus in the Handfaster&#039;s Glade.&lt;br /&gt;
A basalt altar at Stone Clan.&lt;br /&gt;
Huldah&#039;s altar at Knife Clan.&lt;br /&gt;
Wildflower Meadow, Before the Gods.&lt;br /&gt;
The blackfruit&#039;s altar in the Forest of Night.&lt;br /&gt;
A driftwood altar at River Clan.&lt;br /&gt;
The rebirth altar in the Resurrection Creche.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Therengia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Therengia ~&lt;br /&gt;
The shrine to Divyaush in the Riverhaven Temple.&lt;br /&gt;
The shrine of Harawep in Riverhaven.&lt;br /&gt;
Chadatru&#039;s chapel in Theren Keep.&lt;br /&gt;
Therenborough&#039;s village chapel.&lt;br /&gt;
A battered altar construct in Muspar&#039;i, Golden Heights.&lt;br /&gt;
The Temple of Hav&#039;roth, Muspar&#039;i.&lt;br /&gt;
Berengaria&#039;s altar in Rossman&#039;s Landing church.&lt;br /&gt;
The altar in Ker&#039;Leor, Zindalyi Lyba.&lt;br /&gt;
The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael.&lt;br /&gt;
The fallen altar in Maelshyve&#039;s Fortress.&lt;br /&gt;
The shrine of the Huntress in a dark thicket.&lt;br /&gt;
Kuniyo&#039;s stone altar in Danduwen Forest.&lt;br /&gt;
The shrine of Urrem&#039;tier, a forsaken testament.&lt;br /&gt;
Drogor&#039;s sacrificial altar by Faldesu River.&lt;br /&gt;
The Ganen Eliza altar.&lt;br /&gt;
A stone sliver in Siksraja.&lt;br /&gt;
Hodierna&#039;s Gift Cathedral.&lt;br /&gt;
The Scorpion&#039;s Stinger.&lt;br /&gt;
A basalt slab at Sand Clan.&lt;br /&gt;
The Fornsted chapel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ilithi==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Ilithi ~&lt;br /&gt;
The Shrine to the Dragon.&lt;br /&gt;
The chapel in Steelclaw Clan.&lt;br /&gt;
Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes.&lt;br /&gt;
The altar to Berengaria in the Gash.&lt;br /&gt;
An ebony altar in a secluded shrine on the Darkmist Moor.&lt;br /&gt;
The rebirth altar in the Temple of Light.&lt;br /&gt;
The rebirth altar in the Temple of Darkness.&lt;br /&gt;
The Undershard temple.&lt;br /&gt;
The wedding chapel at Marachek&#039;s Oak.&lt;br /&gt;
Kerenhappuch&#039;s hot springs.&lt;br /&gt;
Corik&#039;s Wall, Chantry.&lt;br /&gt;
A granite plinth at Shadow&#039;s Reach.&lt;br /&gt;
A purple osage heartwood altar at Horse Clan.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qi&#039;Reshalia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Qi&#039;Reshalia ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forfedhdar==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Forfedhdar ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pilgrim%27s_badge&amp;diff=687440</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=687440"/>
		<updated>2026-01-12T16:41:12Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Add full badge listing for easy comparison&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;
{{#ask: [[page type is::item]][[Has item property::pilgrim&#039;s badge]]&lt;br /&gt;
|?Source is=Source&lt;br /&gt;
|limit=10&lt;br /&gt;
}}&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 Sundering Chapel of the Crossing High Temple]]&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|Huldah&#039;s altar at Knife Clan]]&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|A basalt altar at Stone Clan]]&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 Crystal Cavern of Eluned]]&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|The blackfruit&#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|A driftwood altar at River Clan]]&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 &#039;&#039;&#039;altar&#039;&#039;&#039;.&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;
===[[Mistwood Forest]]===&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap34c|Zachriedek&#039;s altar in Mistwood Forest.]]&lt;br /&gt;
:In the [[Sky giant|Sky Giants]] hunting area.&lt;br /&gt;
:[Mistwood Forest, In a Ravine]&lt;br /&gt;
::Dark boulders topped with a stone slab form a crude &#039;&#039;&#039;altar&#039;&#039;&#039; in the shadow of the ravine walls.  A hollow in the slab holds a bit of stagnant water, and a dried snake skin and a desiccated cardinal&#039;s wing with a few bedraggled feathers still clinging to it lie nearby.&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, LOOK IN NICHE to see it.&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;
*[[RanikMap66a|Berengaria&#039;s stone shrine.]]&lt;br /&gt;
:Near Steelclaw Clan.&lt;br /&gt;
:[Farmland, Bridle Path]&lt;br /&gt;
::Some devout farmer has erected a &#039;&#039;&#039;shrine&#039;&#039;&#039; to Berengaria, goddess of the growing earth, beside the packed-earth trail.  Although it may just be wishful thinking, the crops growing in the fields adjacent to the shrine seem healthier than those farther away.  The line of trees to the north looms imposingly over the fields.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|shrine 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;
===[[Zaldi Taipa]]===&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;
===[[Fang Cove]]===&lt;br /&gt;
*[[RanikMap151|A hidden cave in Fang Cove.]]&lt;br /&gt;
: You must be an [[Estate Holder]] to reach this location.&lt;br /&gt;
:[Fang&#039;s Rise, Hidden Cave]&lt;br /&gt;
::This cave&#039;s concave stone walls are heavily carved with sea scenes that run the gamut from the tiniest minnow to several sea monsters.  Some large, rough rocks surround an unusual assortment of &#039;&#039;&#039;boulders&#039;&#039;&#039;.  The air hangs heavily, almost as if pressing downward.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|boulder 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;
*[[RanikMap109c|A secluded bath in an oasis]]&lt;br /&gt;
:Inside the oasis with the Elf.  When at the oasis you must GO BATH&#039;&#039;.&lt;br /&gt;
:[The Oasis, A Secluded Bath]&lt;br /&gt;
::A hot spring bubbles up to meet the cool water flowing from the overhanging stony outcrop, creating a steamy mist that rises to reach the wide expanse of the desert sky.  The soothing waters could easily force the harsh reality of the arid desert to fade into a dim memory.&lt;br /&gt;
::: {{tt|Syntax:}} {{com|PUSH}} {{tt|statue 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;
*[[RanikMap116|Traveler&#039;s Shrine, Hibarnhvidar]]&lt;br /&gt;
:Three north of where Wisdom is trained.&lt;br /&gt;
:[Traveler&#039;s Shrine, Altar Alcove]&lt;br /&gt;
::Soaring upwards to form a dome overhead, the white walls are decorated predominantly with paint and stone mosaics that will not interfere with the exemplary acoustics of the chapel.  Phoenixes shimmering with traces of copper gilt are depicted emerging from gold-streaked crimson marble flames.  Each bird&#039;s attention is focused upon a portrait of a slender Elven woman with red hair.&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;
* [[Andreshlew Holy Shrine]]&lt;br /&gt;
:[Andreshlew, Holy Shrine]&lt;br /&gt;
::Andreshlew&#039;s holy shrine, surrounded by its arching peristyle of pearl, contains an elaborate marble altar in the center of a colorful coral garden. The garden, filled with coral sculptures of animals and rainbow anemone, is broken by paths leading to the &#039;&#039;&#039;altar&#039;&#039;&#039;, upon which is a finely polished gold statue of a Merelew male.&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;
&lt;br /&gt;
*The head of 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;
:&#039;&#039;Destroyed along with the rest of the Massive Arachnid&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
=Full Badge Listing=&lt;br /&gt;
This section is provided here to be able to easily compare which shrines you might be missing (Currently Work in Progress):&lt;br /&gt;
&lt;br /&gt;
==Zolulren==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Zoluren ~&lt;br /&gt;
The shrine of Tamsine&#039;s Rest.&lt;br /&gt;
The Crossing Clerics&#039; Guild chapel, devoted to Hodierna and Kertigen.&lt;br /&gt;
The altar at Misenseor Abbey.&lt;br /&gt;
The altar at Kilth Aldiyaus.&lt;br /&gt;
The shrine to Glythtide in Arthe Dale.&lt;br /&gt;
The altar to Albreda at Tiger Clan&#039;s church.&lt;br /&gt;
Damaris&#039; altar near Kaerna.&lt;br /&gt;
The shrine at Hodierna&#039;s Solace.&lt;br /&gt;
The shrine to Ushnish in the Crossing.&lt;br /&gt;
The shrine to Kertigen in the Crossing.&lt;br /&gt;
Ve Aevan Gaenan, The High Altar.&lt;br /&gt;
The Sundering Chapel of the Crossing High Temple.&lt;br /&gt;
The shrine to Saemaus in the Handfaster&#039;s Glade.&lt;br /&gt;
A basalt altar at Stone Clan.&lt;br /&gt;
The blackfruit&#039;s altar in the Forest of Night.&lt;br /&gt;
A driftwood altar at River Clan.&lt;br /&gt;
The rebirth altar in the Resurrection Creche.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Therengia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Therengia ~&lt;br /&gt;
The shrine to Divyaush in the Riverhaven Temple.&lt;br /&gt;
The shrine of Harawep in Riverhaven.&lt;br /&gt;
Chadatru&#039;s chapel in Theren Keep.&lt;br /&gt;
Therenborough&#039;s village chapel.&lt;br /&gt;
A battered altar construct in Muspar&#039;i, Golden Heights.&lt;br /&gt;
The Temple of Hav&#039;roth, Muspar&#039;i.&lt;br /&gt;
Berengaria&#039;s altar in Rossman&#039;s Landing church.&lt;br /&gt;
The altar in Ker&#039;Leor, Zindalyi Lyba.&lt;br /&gt;
The tongue-shaped altar of Aldauth in the Vulture&#039;s Maw, Kweld Gelvdael.&lt;br /&gt;
The fallen altar in Maelshyve&#039;s Fortress.&lt;br /&gt;
The shrine of the Huntress in a dark thicket.&lt;br /&gt;
Kuniyo&#039;s stone altar in Danduwen Forest.&lt;br /&gt;
The shrine of Urrem&#039;tier, a forsaken testament.&lt;br /&gt;
Drogor&#039;s sacrificial altar by Faldesu River.&lt;br /&gt;
The Ganen Eliza altar.&lt;br /&gt;
A stone sliver in Siksraja.&lt;br /&gt;
Hodierna&#039;s Gift Cathedral.&lt;br /&gt;
The Scorpion&#039;s Stinger.&lt;br /&gt;
A basalt slab at Sand Clan.&lt;br /&gt;
The Fornsted chapel.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ilithi==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Ilithi ~&lt;br /&gt;
The Shrine to the Dragon.&lt;br /&gt;
The chapel in Steelclaw Clan.&lt;br /&gt;
Kuniyo&#039;s altar in the Prairie Grove, Gilen Otso Steppes.&lt;br /&gt;
The altar to Berengaria in the Gash.&lt;br /&gt;
An ebony altar in a secluded shrine on the Darkmist Moor.&lt;br /&gt;
The rebirth altar in the Temple of Light.&lt;br /&gt;
The rebirth altar in the Temple of Darkness.&lt;br /&gt;
The Undershard temple.&lt;br /&gt;
The wedding chapel at Marachek&#039;s Oak.&lt;br /&gt;
Kerenhappuch&#039;s hot springs.&lt;br /&gt;
Corik&#039;s Wall, Chantry.&lt;br /&gt;
A granite plinth at Shadow&#039;s Reach.&lt;br /&gt;
A purple osage heartwood altar at Horse Clan.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qi&#039;Reshalia==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Qi&#039;Reshalia ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forfedhdar==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 ~ Forfedhdar ~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Items}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Polished_knitting_needles_(crafted)&amp;diff=686499</id>
		<title>Item:Polished knitting needles (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Polished_knitting_needles_(crafted)&amp;diff=686499"/>
		<updated>2025-12-30T20:15:57Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Remove Item form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CraftTemplate|name=polished knitting needles|itype=polished knitting needles|noun=needles|type=tool|mat=metal|dif=9|vol=4|tech=Basic Outfitting Design|book=Journeyman|3|1|1}}&lt;br /&gt;
&lt;br /&gt;
This crafting tool derives its potency from the material&#039;s Hardness and Weight (Harder is better, lighter is better).&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Standard==&lt;br /&gt;
&#039;&#039;Used 5.0 density medium carbon steel for reference.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{CraftHead|st|trait=Hardness}}&lt;br /&gt;
{{CraftM|t=t|85|60|||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
&#039;&#039;This crafting tool derives its potency from the material&#039;s hardness and weight (harder is better, lower is better).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{CraftHead|st|trait=Hardness}}&lt;br /&gt;
{{CraftM|t=t|90 - [[Steel (HCS)]]|25|||}}&lt;br /&gt;
{{CraftM|t=t|85 - [[Steel (MCS)]]|60|||}}&lt;br /&gt;
{{CraftM|t=t|95 - [[Glaes]]|50|10||3}}&lt;br /&gt;
{{CraftM|t=t|99 - [[Kelpzyte]]|75|11|3|6}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Knitting needles]]&lt;br /&gt;
{{Cat|Crafting tools}}&lt;br /&gt;
{{cat|Crafting tools}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_products&amp;diff=686453</id>
		<title>Shaping products</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_products&amp;diff=686453"/>
		<updated>2025-12-28T17:03:32Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Shaped Images */ fixed difficultly on some&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
These are the items that can currently be produced by the [[Shaping discipline]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
===Lumberjacking and Wood Preparation===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 1 || lumberjacking basics  || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || wood preparation || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || forest information || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{ilink|i|short pole (wood)|short &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pole}} || Apprentice || 02 - Very Easy || || Basic Lumberjacking || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bowcrafting instructions || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || wood weapon repair || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{ilink|i|small sphere (wood)|small &#039;&#039;&amp;lt;wooden&amp;gt;&#039;&#039; sphere}} || Journeyman || 05 - Basic || || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shortbow Crafting===&lt;br /&gt;
All shortbows require 1 finished bow string plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:toy bow (crafted)|toy bow]] || Apprentice || 01 - Extremely Easy ||  || Bowcrafting Basics || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:practice shortbow (crafted)|practice shortbow]] || Apprentice || 02 - Very Easy ||  || Bowcrafting Basics || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:simple shortbow (crafted)|simple shortbow]] || Apprentice || 02 - Very Easy ||  || Bowcrafting Basics || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:light shortbow (crafted)|light shortbow]] || Apprentice || 03 - Easy ||  || Bowcrafting Basics || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:farmer&#039;s shortbow (crafted)|farmer&#039;s shortbow]] || Apprentice || 03 - Easy ||  || Bowcrafting Basics || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:shortbow (crafted)|shortbow]] || Apprentice || 04 - Simple ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:sturdy shortbow (crafted)|sturdy shortbow]] || Apprentice || 04 - Simple ||  || Bowcrafting Basics || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:alpine shortbow (crafted)|alpine shortbow]] || Journeyman || 05 - Basic ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:saddle bow (crafted)|saddle bow]] || Journeyman || 05 - Basic ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:flight bow (crafted)|flight bow]] || Journeyman || 05 - Basic ||  || Advanced Heavy Bowcraft || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:steppe bow (crafted)|steppe bow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Heavy Bowcraft || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:battle shortbow (crafted)|battle shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Heavy Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:forester&#039;s shortbow (crafted)|forester&#039;s shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Light Bowcraft || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:Nisha shortbow (crafted)|Nisha shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Light Bowcraft || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:competition shortbow (crafted)|competition shortbow]] || Journeyman || 07 - Challenging ||  || Advanced Light Bowcraft || 6 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Longbow Crafting===&lt;br /&gt;
All longbows require 1 finished bow string plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:simple longbow (crafted)|simple longbow ]]|| Apprentice || 04 - Simple ||  || Bowcrafting Basics || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:practice longbow (crafted)|practice longbow]] || Journeyman || 05 - Basic ||  || Bowcrafting Basics || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:longbow (crafted)|longbow]] || Journeyman || 06 - Somewhat Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:sturdy longbow (crafted)|sturdy longbow]] || Journeyman || 06 - Somewhat Challenging ||  || Longbow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:flatbow (crafted)|flatbow]] || Journeyman || 07 - Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:skirmisher&#039;s bow (crafted)|skirmisher&#039;s bow]] || Journeyman || 07 - Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:reflex longbow (crafted)|reflex longbow]] || Journeyman || 07 - Challenging ||  || Advanced Heavy Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:self bow (crafted)|self bow]] || Journeyman || 08 - Complicated ||  || Advanced Light Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:recurve longbow (crafted)|recurve longbow]] || Journeyman || 08 - Complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:forester&#039;s longbow (crafted)|forester&#039;s longbow]] || Journeyman || 08 - Complicated ||  || Advanced Light Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:battle longbow (crafted)|battle longbow]] || Journeyman || 08 - complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:competition longbow (crafted)|competition longbow ]]|| Master || 09 - Intricate ||  || Advanced Light Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Composite Bow Crafting===&lt;br /&gt;
All composite bows require 1 finished bow string and 1 bone, wood or horn backing material plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:composite bow (crafted)| composite bow]] || Journeyman || 07 - Challenging ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:double-backed bow (crafted)| double-backed bow]] || Journeyman || 07 - Challenging ||  || Composite Bow Shaping || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:recurve bow (crafted)| recurve bow]] || Journeyman || 08 - Complicated ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:forester&#039;s bow (crafted)| forester&#039;s bow]] || Journeyman || 08 - Complicated ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:reflex bow (crafted)| reflex bow]] || Journeyman || 08 - Complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:savannah bow  (crafted)| savannah bow]] || Master || 09 - Intricate ||  || Advanced Light Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:footman&#039;s bow (crafted)| footman&#039;s bow]]|| Master || 09 - Intricate ||  || Advanced Heavy Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:horseman&#039;s bow (crafted)| horseman&#039;s bow]] || Master || 09 - Intricate ||  || Advanced Light Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:battle bow (crafted)| battle bow || Master]] || 10 - Difficult ||  || Advanced Heavy Bowcraft || 10 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:competition bow (crafted)| competition bow]] || Master || 10 - Difficult ||  || Advanced Light Bowcraft || 10 pieces&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching===&lt;br /&gt;
All arrows require 1 arrow shafts (created from lumber), 1 arrowheads (shaped from the appropriate material) and 1 arrow flights. Each production run will produce 5 arrows.  A [[Dreamheart/Ammunition_Quick_Reference_Chart|quick reference chart]] is available for damage appraisal.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Part !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 5 || arrowhead shaping || -- || Apprentice ||~50 engineering ranks&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || arrow shaft shaping || -- || Apprentice ||~50 engineering ranks&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|cougar-claw arrow|cougar-claw arrows}} || [[cougar|curved claw]] || Apprentice || 04 - Simple ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|boar-tusk arrow|boar-tusk arrows}} || [[wild boar|boar tusk]] || Apprentice || 04 - Simple ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|sabertooth arrow|sabertooth arrows}} || [[sabre-toothed warcat|sabre-length ivory fang]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|angiswaerd arrow|angiswaerd arrows}} || [[marbled angiswaerd|angiswaerd tooth]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|hele&#039;la arrow|hele&#039;la arrows}} || [[sleek hele&#039;la|needlesharp tooth]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|basilisk arrow|basilisk arrows}} || [[lesser dusky-scaled basilisk|stone-grey basilisk fang]] || Journeyman || 07 - Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|elsralael arrow|elsralael arrows}} || [[sinuous elsralael|razor-edged elsralael tooth]] || Journeyman || 07 - Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|soot-stained arrow|soot-stained arrows}}  || [[young firecat|soot-streaked fang]] || Journeyman || 08 - Complicated ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|ice-adder arrow|ice-adder arrows}} || [[sinuous ice adder|crystalline adder fang]] || Master || 09 - Intricate ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|jagged-horn arrow|jagged-horn arrows}} || [[storm bull|jagged horn]] || Master || 10 - Difficult ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|drake-fang arrow|drake-fang arrows}} || [[lava drake|razor-sharp drake fang]] || Master || 10 - Difficult ||  || Exotic Fletching || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - All arrowheads are equally easy to shape. Material workability is not a factor. &amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Outside of quality, arrow shaft material stats have no influence on the finished arrow product. Less workable woods will require more than 50 engineering ranks to shape an arrow shaft.&lt;br /&gt;
&lt;br /&gt;
===Shaping Enhancements===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|simple burin (wood)|simple &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Apprentice || 04 - Simple ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|fine burin (wood)|fine &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Master || 09 - Intricate ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|ornate burin (wood)|ornate &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Master || 12 - Extremely Difficult ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow lamination ||  || varies ||  || Bow Lamination || 1 backing material&lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow lightening ||  || varies ||  || Advanced Bow Enhancement || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow cable-backing ||  || varies ||  || Advanced Bow Enhancement || 1 leather strips&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Accessories===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|band (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; band}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|nose ring (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; nose ring}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|toe ring (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; toe ring}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|bracelet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bracelet}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|anklet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; anklet}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pin}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|cloak pin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cloak pin}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|shallow cup (wood)|shallow &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cup}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|hairpin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; hairpin}} || Apprentice || 03 - Easy ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|tailband (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; tailband}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pendant (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pendant}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 1 piece and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|amulet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; amulet}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|medallion (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; medallion}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pair of earrings (wood)|pair of &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; earrings}} || Apprentice || 04 - Simple ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|earcuff (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; earcuff}} || Journeyman || 05 - Basic ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|brooch (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; brooch}} || Journeyman || 05 - Basic ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|armband (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; armband}} || Journeyman || 06 - Somewhat Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|belt buckle (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; belt buckle}} || Journeyman || 06 - Somewhat Challenging ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|choker (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; choker}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|locket (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; locket}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 2 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|bangles (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bangles}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|tiara (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; tiara}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|articulated bracelet (wood)|articulated &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bracelet}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|circlet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; circlet}} || Journeyman || 08 - Complicated ||  || Exotic Wood Adornments || 3 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|articulated necklace (wood)|articulated &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; necklace}} || Journeyman || 08 - Complicated ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|crown (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; crown}} || Master || 09 - Intricate ||  || Exotic Wood Adornments || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|comb (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; comb}} || Master || 10 - Difficult ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|mask (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; mask}} || Master || 10 - Difficult ||  || Exotic Wood Adornments || 3 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|haircomb (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; haircomb}} || Master || 11 - Very Difficult ||  || Exotic Wood Adornments || 3 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shaped Images===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|bead (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bead}}      || Apprentice ||  01 - Extremely Easy       || requires [[design codex]] || Simple Image Shaping      ||  1 piece &lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed bead (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bead}}      || Apprentice ||  02 - Very Easy            || requires [[design codex]] || Advanced Image Shaping      ||  1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|totem (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; totem}}              || Apprentice ||  03 - Easy                 || requires [[design codex]] || Simple Image Shaping     ||  2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed totem (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; totem}}     || Apprentice ||  04 - Simple               || requires [[design codex]] || Advanced Image Shaping      ||  2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|figurine (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; figurine}}           || Journeyman ||  05 - Basic                || requires [[design codex]] || Simple Image Shaping     ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|wand (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; wand}}               || Journeyman ||  06 - Somewhat challenging ||                           || Simple Image Shaping     ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed figurine (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; figurine}}  || Journeyman ||  08 - Complicated || requires [[design codex]] || Advanced Image Shaping ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|rod (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; rod}}                || Journeyman ||  07 - Challenging          ||                           || Advanced Image Shaping ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|statuette (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statuette}}          || Journeyman ||  09 - Intricate|| requires [[design codex]] || Simple Image Shaping     ||  8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed statuette (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statuette}} || Master ||  10 - Difficult          || requires [[design codex]] || Advanced Image Shaping ||  8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|statue (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statue}}             || Master ||  11 - Very Difficult  || requires [[design codex]] || Simple Image Shaping     || 20 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed statue (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statue}}    || Master || 12 - Extremely Difficult            || requires [[design codex]] || Advanced Image Shaping || 20 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Weaponry===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|cane (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cane}} || Apprentice || 03 - Easy || apprentice || Martial Wood Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|nightstick (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; nightstick}} || Apprentice || 03 - Easy ||  || Martial Wood Shaping || 6 pieces + 1 leather strips&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|quarterstaff (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; quarterstaff}} ||Apprentice  || 04 - Simple ||  || Martial Wood Shaping || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|walking cane (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; walking cane}} || Apprentice || 04 - Simple ||  || Martial Wood Shaping || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|crook (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; crook}} || Journeyman  || 05 - Basic ||  || Martial Wood Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|bo staff (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bo staff}} || Journeyman || 06 - Somewhat Challenging ||  || Martial Wood Shaping || 8 pieces + 1 leather strips&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|weighted staff (wood)|weighted staff}} || Master || 10 - Difficult ||  || Martial Wood Shaping || 9 pieces + 1 leather strips&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Furniture===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|rough table (wood)|rough &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Apprentice || 03 - Easy || || Wood Furniture Shaping || 15 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|low table (wood)|low &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Apprentice || 04 - Simple || Masterful holds 15 items|| Wood Furniture Shaping || 18 pieces + 4 short wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|high table (wood)|high &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 05 - Basic || || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|round table (wood)|round &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  ||Journeyman  || 06 - Somewhat Challenging ||Holds 15 items || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|square table (wood)|square &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 06 - Somewhat Challenging || || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|long table (wood)|long &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 07 - Challenging || || Wood Furniture Shaping || 25 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|oval table (wood)|oval &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 07 - Challenging || || Wood Furniture Shaping || 25 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|dining table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; dining table}}  || Master || 08 - Complicated || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|buffet table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; buffet table}}  || Master || 08 - Complicated || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|refectory table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; refectory table}}  || Master || 09 - Intricate || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|parquet table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; parquet table}}  || Master || 10 - Difficult ||Holds 15 items || Wood Furniture Shaping || 32 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|meditation table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; meditation table}}  || Master || 10 - Difficult || Holds 15 items || Wood Furniture Shaping || 32 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clay==&lt;br /&gt;
===Clay Accessories===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&amp;lt;empty&amp;gt;&#039;&#039;  || ||  || ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clay Imagery===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&amp;lt;empty&amp;gt;&#039;&#039;  || ||  || ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Instructions==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Type || Difficulty || Technique || Volume || Source|| Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|w|Smooth tonfa (crafted)|&#039;&#039;&amp;lt;wood&amp;gt; smooth&#039;&#039; tonfa}} || Short Staff ||06 - Somewhat Challenging || Martial Wood Shaping || 7 || [[Drathrok&#039;s_Duskruin_426/Incidental_loot|Duskruin Incidental 426]]||&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|w|Balanced_tonfa_(crafted)|&#039;&#039;balanced &amp;lt;wood&amp;gt;&#039;&#039; tonfa}} || Short Staff || 08 - Complicated || Martial Wood Shaping || 8 || [[Drathrok&#039;s Assemblage (4)| Drathrok&#039;s Assemblage 426]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|long trencher (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; long trencher}} || Misc. || 01 - Extremely Easy || Decorative Wood Shaping || 2 || [[Bradyn]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{cat|Creation systems}}&lt;br /&gt;
&lt;br /&gt;
==Material worth for work orders==&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:show}}&amp;quot; data-collapsetext=&amp;quot;{{int:hide}}&amp;quot; style=&amp;quot;width:300px;&lt;br /&gt;
|+ class=&amp;quot;wrap&amp;quot; | List of estimated value of {{com|forage}}{{tt|D}} wood generated by [[Denoces]]. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:&amp;lt;Strong&amp;gt;From high to low. fq = fine quality&amp;lt;/Strong&amp;gt;&lt;br /&gt;
:2 kapok toe rings fq 2338, 2443, 2496, 2522&lt;br /&gt;
:2 walnut toe rings fq 2225, 2275, 2300, 2400&lt;br /&gt;
:2 teak toe rings fq 2200x2, 2300x2, 2350, 2375&lt;br /&gt;
:2 ebony toe rings fq 2225, 2275x2, 2300, 2325, 2350&lt;br /&gt;
:2 redwood toe rings fq 1869, 1887, 1996, 1924, 2032, 2050&lt;br /&gt;
:2 yew toe rings fq 1840x2, 1857, 1910, 1962x2, 1980, 1997&lt;br /&gt;
:2 rosewood toe rings fq 1812, 1828, 1942&lt;br /&gt;
:2 mahogany toe rings fq 1827, 1859x2, 1874, 1905&lt;br /&gt;
:2 cherry toe rings fq 1877, 1893&lt;br /&gt;
:2 willow toe rings fq 1770&lt;br /&gt;
:2 osage toe rings fq 1765&lt;br /&gt;
:2 cedar toe ring fq 1715&lt;br /&gt;
:2 larch toe rings fq 1708&lt;br /&gt;
:2 oak toe rings fq 1660, 1715&lt;br /&gt;
:2 maobi toe rings fq 1642, 1721&lt;br /&gt;
:2 apple toe rings fq 1600, 1675x2&lt;br /&gt;
:2 hickory toe rings fq 1618&lt;br /&gt;
:2 elm toe rings fq 1596&lt;br /&gt;
:2 mangrove toe rings fq 1562&lt;br /&gt;
:2 alder toe rings fq 1510, 1560&lt;br /&gt;
:2 hemlock toe rings fq 1524&lt;br /&gt;
:2 bocote toe rings fq 1520&lt;br /&gt;
:2 aspen toe rings fq 1490, 1530&lt;br /&gt;
:2 ash toe rings fq 1459, 1505, 1524, 1524&lt;br /&gt;
:2 fir toe rings fq 1472&lt;br /&gt;
:2 birch toe rings fq 1437&lt;br /&gt;
:2 cypress toe rings fq 1412x2&lt;br /&gt;
:2 maple toe rings fq 1336, 1343, 1350, 1391, 1398&lt;br /&gt;
:2 spruce toe rings fq 1390&lt;br /&gt;
:2 pine toe rings fq Low 1300&#039;s&lt;br /&gt;
:2 balsa toe rings fq 1240, 1245, 1250, 1255, 1260x2, 1265, 1270, 1275, 1280x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;Strong&amp;gt;Currently, F2P accounts can no longer earn money from work orders.&amp;lt;/strong&amp;gt;&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sanctify_Pattern&amp;diff=685856</id>
		<title>Sanctify Pattern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sanctify_Pattern&amp;diff=685856"/>
		<updated>2025-12-22T20:41:22Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Notes */ Removed useless core magic info that applies on all spells.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sap&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The sacred pursuit of Metamagic was born from experiments into blessing increasingly abstract subjects, such as vocations or times of day.  While magic is at its heart neither divine nor &amp;quot;of the soul,&amp;quot; its subtle physics have proven more amendable than most subjects to holy manipulation.&lt;br /&gt;
&lt;br /&gt;
Sanctify Pattern was an early fruit from that endeavor.  By blessing the subject&#039;s capacity for magic, their spell patterns are in turn sanctified and express in their design a fleeting element of the Immortals&#039; wisdom and glory.  In practice, this serves to artificially bolster the subject&#039;s skill at Warding, Augmentation, Debilitation or Utility.&lt;br /&gt;
|buffs=Augmentation skill, Debilitation skill, Utility skill, Warding skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Only one at a time&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A brilliant silver halo appears briefly around your head.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your nerves gently tingle as the spell settles into the interface between your mind and the mana streams.  You feel more adept at &#039;&#039;&amp;lt;Augmentation/Debilitation/Warding/Utility&amp;gt;&#039;&#039; magic.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{tt|CAST [person] &amp;lt;skill&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Buffs one of [[Augmentation]], [[Debilitation]], [[Warding]], or [[Utility]] skill at a time.&lt;br /&gt;
* Reduced potency if cast on others.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Planets&amp;diff=683615</id>
		<title>Category:Planets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Planets&amp;diff=683615"/>
		<updated>2025-11-22T14:56:56Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: confirmed ismenia requires telescope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally speaking, the planets are divided into inner and outer planets. Originally, that distinction meant inner planets would only be seen during the day, while outer planets could be visible at day or night, depending on their orbits. As of 2013, however, all planets should be potentially visible both during the day and night, being above the horizon roughly half of the time.&amp;lt;ref&amp;gt;[[Post:The Planets Keep - Turning on 04/22/2013 - 09:34]]&amp;lt;/ref&amp;gt; During the day, at certain points planets may appear too close to the sun to be viewed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order from the sun, the planets are:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!#!!Planet!!Nickname!!Associated&amp;lt;br&amp;gt;Immortal!!Gorbesh&amp;lt;br&amp;gt;Name!!Associated&amp;lt;br&amp;gt;Gorbesh God!!Skillsets&amp;lt;br&amp;gt;Affected!!Telescope Needed&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Verena]]||the Shining Crucible||[[Kertigen]]||Xosedas||[[Xosiurion]]||Lore||No&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Estrilda]]||the Dawn&#039;s Herald||[[Hodierna]]||Avieben||[[Sieben]]||Weapon||No&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Durgaulda]]||the Dark Stranger||[[Meraud]]||Tliij||[[Tieheq]]||Magic||No&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Yoakena]]||the Secret Interloper||[[Damaris]]||Eimarqe||[[Eimeuz]]||Survival||No&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Penhetia]]||the Stalwart Defender||[[Everild]]||Sidasas||[[Sraxaec]]||Armor||No&lt;br /&gt;
|-&lt;br /&gt;
|6||[[Elanthia]]||the Withstander||[[Truffenyi]]||||||||N/A&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Szeldia]]||the Serpent&#039;s Eye||[[Hav&#039;roth]]||Osec||[[Orisas]]||Weapon, Survival||No&lt;br /&gt;
|-&lt;br /&gt;
|8||[[Merewalda]]||the Pellucid Font||[[Eluned]]||Alauven||||Weapon, Armor||Yes&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Ismenia]]||||[[Glythtide]]||Aneus||[[Aniek]]||Magic, Lore||Yes&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Morleena]]||||[[Tamsine]]||Maeben||[[Merion]]||Armor, Survival||Yes&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Amlothi]]||||[[Faenella]]||Misueshi||[[Misiumos]]||Magic, Lore||Yes&lt;br /&gt;
|-&lt;br /&gt;
|12||[[Dawgolesh]]||||[[Chadatru]]||Ilierek||||Armor, Magic||No&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Er&#039;qutra]]||the Black Void||[[Urrem&#039;tier]]||Kneisa||[[Aliesa]]||Weapon, Survival||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sortable [[starchart]] is a handy tool to quickly group constellations and planets by season or skillset.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
[[Category:Heavenly bodies]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dawgolesh&amp;diff=683431</id>
		<title>Dawgolesh</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dawgolesh&amp;diff=683431"/>
		<updated>2025-11-21T16:16:37Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: mark telescope not needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
Closely associated with [[Chadatru]], Dawgolesh shines a cold, white-hot light high in the northern spring and summer skies.  It is the 12th planet from the sun.&amp;lt;br&amp;gt;&lt;br /&gt;
In Gorbesh, Dawgolesh is known as Ilierek.&lt;br /&gt;
&lt;br /&gt;
[[Image: Dawgolesh.jpg|right|Planet of Dawgolesh]]&lt;br /&gt;
&lt;br /&gt;
{{Constellation&lt;br /&gt;
|dstart=&lt;br /&gt;
|dend=&lt;br /&gt;
|tstart=&lt;br /&gt;
|tend=&lt;br /&gt;
|skill=Armor,Magic&lt;br /&gt;
|circle=85&lt;br /&gt;
|sls=-&lt;br /&gt;
|telescope=No&lt;br /&gt;
|type=p&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Planets&amp;diff=683430</id>
		<title>Category:Planets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Planets&amp;diff=683430"/>
		<updated>2025-11-21T16:15:37Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Added telescope data (for most planets)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally speaking, the planets are divided into inner and outer planets. Originally, that distinction meant inner planets would only be seen during the day, while outer planets could be visible at day or night, depending on their orbits. As of 2013, however, all planets should be potentially visible both during the day and night, being above the horizon roughly half of the time.&amp;lt;ref&amp;gt;[[Post:The Planets Keep - Turning on 04/22/2013 - 09:34]]&amp;lt;/ref&amp;gt; During the day, at certain points planets may appear too close to the sun to be viewed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In order from the sun, the planets are:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!#!!Planet!!Nickname!!Associated&amp;lt;br&amp;gt;Immortal!!Gorbesh&amp;lt;br&amp;gt;Name!!Associated&amp;lt;br&amp;gt;Gorbesh God!!Skillsets&amp;lt;br&amp;gt;Affected!!Telescope Needed&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Verena]]||the Shining Crucible||[[Kertigen]]||Xosedas||[[Xosiurion]]||Lore||No&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Estrilda]]||the Dawn&#039;s Herald||[[Hodierna]]||Avieben||[[Sieben]]||Weapon||No&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Durgaulda]]||the Dark Stranger||[[Meraud]]||Tliij||[[Tieheq]]||Magic||No&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Yoakena]]||the Secret Interloper||[[Damaris]]||Eimarqe||[[Eimeuz]]||Survival||No&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Penhetia]]||the Stalwart Defender||[[Everild]]||Sidasas||[[Sraxaec]]||Armor||No&lt;br /&gt;
|-&lt;br /&gt;
|6||[[Elanthia]]||the Withstander||[[Truffenyi]]||||||||N/A&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Szeldia]]||the Serpent&#039;s Eye||[[Hav&#039;roth]]||Osec||[[Orisas]]||Weapon, Survival||No&lt;br /&gt;
|-&lt;br /&gt;
|8||[[Merewalda]]||the Pellucid Font||[[Eluned]]||Alauven||||Weapon, Armor||Yes&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Ismenia]]||||[[Glythtide]]||Aneus||[[Aniek]]||Magic, Lore||?&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Morleena]]||||[[Tamsine]]||Maeben||[[Merion]]||Armor, Survival||Yes&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Amlothi]]||||[[Faenella]]||Misueshi||[[Misiumos]]||Magic, Lore||Yes&lt;br /&gt;
|-&lt;br /&gt;
|12||[[Dawgolesh]]||||[[Chadatru]]||Ilierek||||Armor, Magic||No&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Er&#039;qutra]]||the Black Void||[[Urrem&#039;tier]]||Kneisa||[[Aliesa]]||Weapon, Survival||Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sortable [[starchart]] is a handy tool to quickly group constellations and planets by season or skillset.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
[[Category:Heavenly bodies]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shockwave&amp;diff=681943</id>
		<title>Shockwave</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shockwave&amp;diff=681943"/>
		<updated>2025-11-11T20:36:35Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Undo revision 681942 by ESOSZERA (talk) - revert unnecessary change - all TM spells behave like this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Air Manipulation&lt;br /&gt;
|prereqs=[[Thunderclap]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=illegal&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Shockwave spell summons the winds of Elanthia, boosts their strength, then pushes them outward in a ring of force from the caster.  This blast can cause widespread blunt trauma or even shatter the bones of anyone unlucky enough to be in the way.  Even blocking these winds can be enough to stall someone&#039;s advances, but when hit by the full fury of this spell, a hapless target may find themselves literally blown away.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Slice damage, Cold damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=AoE damage. May knock back engaged targets or push them out of the room entirely.&lt;br /&gt;
|messaging=&#039;&#039;&#039;STANDARD SHOCKWAVE&#039;&#039;&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harnessing the winds to your will, you throw your hand up and a gale explodes outward!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with her blazing shield.  The gale strikes an arthelun cabalist, causing a heavy strike to her back!&amp;lt;br /&amp;gt;&lt;br /&gt;
The arthelun cabalist is dealt a vicious stun!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with her blazing shield.  The gale strikes an arthelun cabalist, causing a heavy strike to her left leg while the fierce winds blast her backward several steps!&amp;lt;br /&amp;gt;&lt;br /&gt;
The arthelun cabalist is lightly stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with her blazing shield.  The gale strikes an arthelun cabalist, causing a strong hit to her left eye while the fierce winds push her back a short distance!&amp;lt;br /&amp;gt;&lt;br /&gt;
The arthelun cabalist is dealt a vicious stun!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with his blazing shield.  The gale strikes an arthelun cabalist, causing an extremely heavy hit to his right leg!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist&#039;s eyes flare one last time before snuffing out forever.  The flames reluctantly withdraw from their host forming an ephemeral wisp that rapidly flees.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a charred husk.&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with her blazing shield.  The gale strikes an arthelun cabalist, causing a heavy strike to her right leg as the ferocious winds hurl her east!&amp;lt;br /&amp;gt;&lt;br /&gt;
An arthelun cabalist is able to deflect some of the gale with his blazing shield.  The gale strikes an arthelun cabalist, causing a strong hit to his chest!&amp;lt;br /&amp;gt;&lt;br /&gt;
The arthelun cabalist is lightly stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLAME SHOCKWAVE&#039;&#039;&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harnessing the winds to your will, you throw your hand up and a gale explodes outward!  With only the slightest thought you ignite the expanding air, as flashes of brightly burning fire swirl out in all directions.&amp;lt;br /&amp;gt;&lt;br /&gt;
A kobold is unable to deflect all of the ring of fire with its target shield.  The ring of fire strikes a kobold, causing a powerful strike to its left eye and blasting it backward several steps by the fierce winds!&amp;lt;br /&amp;gt;&lt;br /&gt;
A kobold wails, spins in a circle, and drops dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
A kobold is unable to deflect all of the ring of fire with its target shield.  The ring of fire strikes a kobold, causing a very heavy hit to its head while pushing it back a short distance by the fierce winds!&amp;lt;br /&amp;gt;&lt;br /&gt;
The kobold is severely stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
The ring of fire strikes a golden jackal, causing an extremely heavy hit to its right leg and blasting it backward several steps by the fierce winds!&amp;lt;br /&amp;gt;&lt;br /&gt;
The golden jackal is stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
The ring of fire strikes a golden jackal, causing an extremely heavy hit to its right leg and blasting it backward several steps by the fierce winds!&amp;lt;br /&amp;gt;&lt;br /&gt;
The golden jackal is lightly stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The flame shockwave version requires the metaspell [[Flame Shockwave]] to be prepared.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=680406</id>
		<title>Remedies products</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=680406"/>
		<updated>2025-11-07T03:16:46Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: removed page references, those are semi-dynamic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
These are the items that can currently be produced by the [[Remedies discipline]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Items listed in &#039;&#039;&#039;bold&#039;&#039;&#039; under the notes column are sold fully prepared in alchemy societies.&lt;br /&gt;
&lt;br /&gt;
==Simple Remedies==&lt;br /&gt;
*Please note that many of the products in this chapter are fluff and intended for roleplay purposes.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|blister cream (crafted)|blister cream}} || Apprentice Remedies Book || 01 - extremely easy || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/&#039;&#039;&#039;nemoih root&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 2|{{Hover|nemoih root|external head wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|moisturizing ointment (crafted)|moisturizing ointment}} || Apprentice Remedies Book || 02 - very easy || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/&#039;&#039;&#039;plovik leaves&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 8|{{Hover|plovik leaves|external chest wounds}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|itch salve (crafted)|itch salve}} || Apprentice Remedies Book || 02 - very easy || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/&#039;&#039;&#039;jadice flower&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 6|{{Hover|jadice flower|external limbs wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|wart salve (crafted)|wart salve}} || Apprentice Remedies Book || 03 - easy || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/sufil sap || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 3|{{Hover|sufil sap|external eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|stomach tonic (crafted)|stomach tonic}} || Apprentice Remedies Book || 04 - simple || blue flowers/muljin sap || Wound Remedy Basics || 5 ([[Healing herbs#Internal|{{Hover|blue flower|minor internal body healing}}]]), ([[Healing herbs#Internal 9|{{Hover|muljin sap|internal abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|lip balm (crafted)|lip balm}} || Journeyman Remedies Book || 05 - basic || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/&#039;&#039;&#039;nilos grass&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 9|{{Hover|nilos grass|external abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|mouth wash (crafted)|mouth wash}} || Journeyman Remedies Book || 06 - somewhat challenging || blue flowers/&#039;&#039;&#039;riolur leaves&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#Internal|{{Hover|blue flower|minor internal body healing}}]]), ([[Healing herbs#Internal 4|{{Hover|riolur leaves|internal neck wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|eye wash (crafted)|eye wash}} || Journeyman Remedies Book || 07 - challenging || blue flowers/&#039;&#039;&#039;aevaes leaves&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#Internal|{{Hover|blue flower|minor internal body healing}}]]), ([[Healing herbs#Internal 3|{{Hover|aevaes leaves|internal eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|hangover potion (crafted)|hangover potion}} || || 10 - difficult || blue flowers/&#039;&#039;&#039;ojhenik root&#039;&#039;&#039; || Wound Remedy Basics || 5 ([[Healing herbs#Internal|{{Hover|blue flower|minor internal body healing}}]]), ([[Healing herbs#Internal 11|{{Hover|ojhenik root|internal torso scars}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|refreshment elixir (crafted)|refreshment elixir}} || || 11 - very difficult || blue flowers/belradi moss || Wound Remedy Basics || 5 ([[Healing herbs#Internal|{{Hover|blue flower|minor internal body healing}}]]), ([[Healing herbs#Internal 14|{{Hover|belradi moss|internal entire body scars}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{ilink|i|vigor poultices (crafted)|vigor poultices}} || || 12 - extremely difficult || &#039;&#039;&#039;red flowers&#039;&#039;&#039;/dioica sap || Wound Remedy Basics || 5 ([[Healing herbs#External|{{Hover|red flower|minor external body healing}}]]), ([[Healing herbs#External 14|{{Hover|dioica sap|external entire body scars}}]]), water, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Wound Remedies==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|neck salve (crafted)|neck salve}} || Apprentice Remedies Book || 03 - easy || &#039;&#039;&#039;georin grass&#039;&#039;&#039; || External Body Remedies || 5 ([[Healing herbs#External 4|{{Hover|georin grass|external neck wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|abdominal salve (crafted)|abdominal salve}} || Apprentice Remedies Book || 03 - easy || &#039;&#039;&#039;nilos grass&#039;&#039;&#039; || External Body Remedies || 5 ([[Healing herbs#External 9|{{Hover|nilos grass|external abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|chest salve (crafted)|chest salve}} || Apprentice Remedies Book || 03 - easy || &#039;&#039;&#039;plovik leaves&#039;&#039;&#039; || External Body Remedies || 5 ([[Healing herbs#External 8|{{Hover|plovik leaves|external chest wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|head salve (crafted)|head salve}} || Apprentice Remedies Book || 03 - easy || &#039;&#039;&#039;nemoih root&#039;&#039;&#039; || External Limb Remedies || 5 ([[Healing herbs#External 2|{{Hover|nemoih root|external head wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|back salve (crafted)|back salve}} || Apprentice Remedies Book || 04 - simple || hulnik grass || External Body Remedies || 5 ([[Healing herbs#External 10|{{Hover|hulnik grass|external back wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|eye salve (crafted)|eye salve}} || Apprentice Remedies Book || 04 - simple || sufil sap || External Limb Remedies || 5 ([[Healing herbs#External 3|{{Hover|sufil sap|external eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|skin salve (crafted)|skin salve}} || Journeyman Remedies Book || 05 - basic || aloe leaves || External Limb Remedies || 5 ([[Healing herbs#External 12|{{Hover|aloe leaves|external skin and nerve wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|limb salve (crafted)|limb salve}} || Journeyman Remedies Book || 05 - basic || &#039;&#039;&#039;jadice flower&#039;&#039;&#039; || External Limb Remedies || 5 ([[Healing herbs#External 6|{{Hover|jadice flower|external limbs wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|neck ungent (crafted)|neck unguent}} || Journeyman Remedies Book || 06 - somewhat challenging || &#039;&#039;&#039;georin grass&#039;&#039;&#039; || Critical Body Wound Remedies || 5 ([[Healing herbs#External 4|{{Hover|georin grass|external neck wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|abdominal ungent (crafted)|abdominal unguent}} || Journeyman Remedies Book || 06 - somewhat challenging || &#039;&#039;&#039;nilos grass&#039;&#039;&#039; || Critical Body Wound Remedies || 5 ([[Healing herbs#External 9|{{Hover|nilos grass|external abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|chest ungent (crafted)|chest unguent}} || Journeyman Remedies Book || 06 - somewhat challenging || &#039;&#039;&#039;plovik leaves&#039;&#039;&#039; || Critical Body Wound Remedies || 5 ([[Healing herbs#External 8|{{Hover|plovik leaves|external chest wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|head ungent (crafted)|head unguent}} || Journeyman Remedies Book || 06 - somewhat challenging || &#039;&#039;&#039;nemoih root&#039;&#039;&#039; || Critical Limb Wound Remedies || 5 ([[Healing herbs#External 2|{{Hover|nemoih root|external head wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|back ungent (crafted)|back unguent}} || Journeyman Remedies Book || 07 - challenging || hulnik grass || Critical Body Wound Remedies || 5 ([[Healing herbs#External 10|{{Hover|hulnik grass|external back wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|eye ungent (crafted)|eye unguent}} || Journeyman Remedies Book || 07 - challenging || sufil sap || Critical Limb Wound Remedies || 5 ([[Healing herbs#External 3|{{Hover|sufil sap|external eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|skin ungent (crafted)|skin unguent}} || Journeyman Remedies Book || 08 - complicated || aloe leaves || Critical Limb Wound Remedies || 5 ([[Healing herbs#External 12|{{Hover|aloe leaves|external skin and nerve wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{ilink|i|limb ungent (crafted)|limb unguent}} || Journeyman Remedies Book || 08 - complicated || &#039;&#039;&#039;jadice flower&#039;&#039;&#039; || Critical Limb Wound Remedies || 5 ([[Healing herbs#External 6|{{Hover|jadice flower|external limbs wounds}}]]), water, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Internal Wound Remedies==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|neck potion (crafted)|neck potion}} || Apprentice Remedies Book || 04 - simple || &#039;&#039;&#039;riolur leaves&#039;&#039;&#039; || Internal Body Remedies || 5 ([[Healing herbs#Internal 4|{{Hover|riolur leaves|internal neck wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|abdomen potion (crafted)|abdomen potion}} || Apprentice Remedies Book || 04 - simple || muljin sap || Internal Body Remedies || 5 ([[Healing herbs#Internal 9|{{Hover|muljin sap|internal abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|chest potion (crafted)|chest potion}} || Apprentice Remedies Book || 04 - simple || ithor root || Internal Body Remedies || 5 ([[Healing herbs#Internal 8|{{Hover|ithor root|internal chest wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|head potion (crafted)|head potion}} || Journeyman Remedies Book || 04 - simple || eghmok moss || Internal Limb Remedies || 5 ([[Healing herbs#Internal 2|{{Hover|eghmok moss|internal head wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|back potion (crafted)|back potion}} || Journeyman Remedies Book || 05 - basic || &#039;&#039;&#039;junliar stem&#039;&#039;&#039; || Internal Body Remedies || 5 ([[Healing herbs#Internal 10|{{Hover|junliar stem|internal back wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|eye potion (crafted)|eye potion}} || Journeyman Remedies Book || 05 - basic || &#039;&#039;&#039;aevaes leaves&#039;&#039;&#039; || Internal Limb Remedies || 5 ([[Healing herbs#Internal 3|{{Hover|aevaes leaves|internal eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|skin potion (crafted)|skin potion}} || Journeyman Remedies Book || 06 - somewhat challenging || lujeakave root || Internal Body Remedies || 5 ([[Healing herbs#Internal 13|{{Hover|lujeakave root|internal skin and nerve wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|limb potion (crafted)|limb potion}} || Journeyman Remedies Book || 06 - somewhat challenging || yelith root || Internal Limb Remedies || 5 ([[Healing herbs#Internal 6|{{Hover|yelith root|internal limbs wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|neck tonic (crafted)|neck tonic}} || Journeyman Remedies Book || 07 - challenging || &#039;&#039;&#039;riolur leaves&#039;&#039;&#039; || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 4|{{Hover|riolur leaves|internal neck wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|abdominal tonic (crafted)|abdominal tonic}} || Journeyman Remedies Book || 07 - challenging || muljin sap || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 9|{{Hover|muljin sap|internal abdomen wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|chest tonic (crafted)|chest tonic}} || Journeyman Remedies Book || 07 - challenging || ithor root || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 8|{{Hover|ithor root|internal chest wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|head tonic (crafted)|head tonic}} || Journeyman Remedies Book || 07 - challenging || eghmok moss || Critical Limb Wound Remedies || 5 ([[Healing herbs#Internal 2|{{Hover|eghmok moss|internal head wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|back tonic (crafted)|back tonic}} || Journeyman Remedies Book || 08 - complicated || &#039;&#039;&#039;junliar stem&#039;&#039;&#039; || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 10|{{Hover|junliar stem|internal back wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|eye tonic (crafted)|eye tonic}} || Journeyman Remedies Book || 08 - complicated || &#039;&#039;&#039;aevaes leaves&#039;&#039;&#039; || Critical Limb Wound Remedies || 5 ([[Healing herbs#Internal 3|{{Hover|aevaes leaves|internal eye wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|skin tonic (crafted)|skin tonic}} || Master Remedies Book || 09 - intricate || lujeakave root || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 13|{{Hover|lujeakave root|internal skin and nerve wounds}}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{ilink|i|limb tonic (crafted)|limb tonic}} || Master Remedies Book || 09 - intricate || yelith root || Critical Limb Wound Remedies || 5 ([[Healing herbs#Internal  6|{{Hover|yelith root|internal limbs wounds}}]]), water, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Scar Remedies==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|face ointment (crafted)|face ointment}} || Apprentice Remedies Book || 03 - easy || qun pollen || External Limb Scar Remedies || 5 ([[Healing herbs#External 5|{{Hover|qun pollen|external head, eye and neck scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|body ointment (crafted)|body ointment}} || Apprentice Remedies Book || 04 - simple || &#039;&#039;&#039;genich stem&#039;&#039;&#039; || External Body Scar Remedies || 5 ([[Healing herbs#External 11|{{Hover|genich stem|external chest, abdomen and back scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|limb ointment (crafted)|limb ointment}} || Journeyman Remedies Book || 05 - basic || blocil berries || External Limb Scar Remedies || 5 ([[Healing herbs#External 7|{{Hover|blocil berries|external limbs scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|face poultices (crafted)|face poultices}} || Journeyman Remedies Book || 06 - somewhat challenging || qun pollen || Critical Limb Scar Remedies || 5 ([[Healing herbs#External 5|{{Hover|qun pollen|external head, eye and neck scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|skin ointment (crafted)|skin ointment}} || Journeyman Remedies Book || 06 - somewhat challenging || cebi root || External Body Scar Remedies || 5 ([[Healing herbs#External 13|{{Hover|cebi root|external skin and nerve scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|body poultices (crafted)|body poultices}} || Journeyman Remedies Book || 07 - challenging || &#039;&#039;&#039;genich stem&#039;&#039;&#039; || Critical Body Scar Remedies || 5 ([[Healing herbs#External 11|{{Hover|genich stem|external chest, abdomen and back scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|general purpose ointment (crafted)|general purpose ointment}} || Journeyman Remedies Book || 07 - challenging || dioica sap || External Body Scar Remedies || 5 ([[Healing herbs#External 14|{{Hover|dioica sap|external entire body scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|skin poultices (crafted)|skin poultices}} || Journeyman Remedies Book || 08 - complicated || cebi root || Critical Body Wound Remedies || 5 ([[Healing herbs#External 13|{{Hover|cebi root|external skin and nerve scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|limb poultices (crafted)|limb poultices}} || Journeyman Remedies Book || 08 - complicated || blocil berries || Critical Limb Scar Remedies || 5 ([[Healing herbs#External 7|{{Hover|blocil berries|external limbs scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{ilink|i|general poultices (crafted)|general poultices}} || Master Remedies Book || 09 - intricate || dioica sap || Critical Body Scar Remedies || 5 ([[Healing herbs#External 14|{{Hover|dioica sap|external entire body scars}}]]), alcohol, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Internal Scar Remedies==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|body draught (crafted)|body draught}} || Apprentice Remedies Book || 04 - simple || &#039;&#039;&#039;ojhenik root&#039;&#039;&#039; || Internal Body Scar Remedies || 5 ([[Healing herbs#Internal 11|{{Hover|ojhenik root|internal chest, abdomen and back scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|face draught (crafted)|face draught}} || Apprentice Remedies Book || 04 - simple || hulij leaves || Internal Limb Scar Remedies || 5 ([[Healing herbs#Internal 5|{{Hover|hulij leaves|internal head, eye and neck scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|limb draught (crafted)|limb draught}} || Journeyman Remedies Book || 06 - somewhat challenging || nuloe stem || Internal Limb Scar Remedies || 5 ([[Healing herbs#Internal 7|{{Hover|nuloe stem|internal limbs scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|skin draught (crafted)|skin draught}} || Journeyman Remedies Book || 07 - challenging || hisan flower || Internal Body Scar Remedies || 5 ([[Healing herbs#Internal 13|{{Hover|hisan flower|internal skin and nerve scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|general purpose draught (crafted)|general purpose draught}} || Journeyman Remedies Book || 08 - complicated || belradi moss || Internal Body Scar Remedies || 5 ([[Healing herbs#Internal 14|{{Hover|belradi moss|internal entire body scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|skin elixir (crafted)|skin elixir}} || || 09 - intricate || hisan flower || Critical Body Scar Remedies || 5 ([[Healing herbs#Internal 13|{{Hover|hisan flower|internal skin and nerve scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|limb elixir (crafted)|limb elixir}} || || 09 - intricate || nuloe stem || Critical Limb Scar Remedies || 5 ([[Healing herbs#Internal 7|{{Hover|nuloe stem|internal limbs scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|body elixir (crafted)|body elixir}} || || 09 - intricate || &#039;&#039;&#039;ojhenik root&#039;&#039;&#039; || Critical Body Scar Remedies || 5 ([[Healing herbs#Internal 11|{{Hover|ojhenik root|internal chest, abdomen and back scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|face elixir (crafted)|face elixir}} || || 09 - intricate || hulij leaves || Critical Limb Scar Remedies || 5 ([[Healing herbs#Internal 5|{{Hover|hulij leaves|internal head, eye and neck scars}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|general elixir (crafted)|general elixir}} || || 10 - difficult || belradi moss || Critical Body Scar Remedies || 5 ([[Healing herbs#Internal 14|{{Hover|belradi moss|internal entire body scars}}]]), alcohol, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Instructions==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Source !! Difficulty || Notes || Technique || Ingredients&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|shining clubmoss liniment (crafted)|general liniment}} || Instructions || 11 - very difficult || shining clubmoss || Critical Body Scar Remedies || 5 ([[Healing herbs#Internal 14|{{Hover|shining clubmoss|internal and external scars over the entire body}}]]), alcohol, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|woundwort curative (crafted)|general curative}} || Instructions || 10 - Difficult || marsh woundwort  || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 14|{{Hover|marsh woundwort|internal and external wounds over the entire body }}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|flamestalk potion (crafted)|general potion}} || Instructions || 9 - intricate || ashen flamestalk || Critical Body Wound Remedies || 5 ([[Healing herbs#Internal 14|{{Hover|ashen flamestalk|internal wounds over the entire body }}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|marram salve (crafted)|general salve}} || Instructions || 8 - complicated || marram grass  || Critical Body Wound Remedies || 5 ([[Healing herbs#External 14|{{Hover|marram grass|external wounds over the entire body }}]]), water, catalyst&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|alyssum tea (crafted)|alyssum tea}} || Instructions || 10 - difficult || pink/purple/white alyssum blossom || Exotic Debilitation Remedies || 5 crushed purple alyssum, 1 dried pink alyssum, 1 dried white alyssum, water, catalyst&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poison and Disease Remedies==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Ingredients*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680404</id>
		<title>Alchemy Society (Hibarnhvidar)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680404"/>
		<updated>2025-11-07T03:08:42Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Town=Hibarnhvidar&lt;br /&gt;
|Justice=city&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|Owner=Thynik&lt;br /&gt;
|Store Type=Crafting,Alchemy,Room Rental&lt;br /&gt;
|NumRooms=8&lt;br /&gt;
|MapNumber=118&lt;br /&gt;
|RoomID=4006301&lt;br /&gt;
}}&lt;br /&gt;
Found in [[RanikMap118|Upper Hibarnhvidar]], the entrance is found two doors north of where the entrance to [[Stawk&#039;s Brothers Mineral and Supply]] is.  Look for the frosted glass doors.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Entrance==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Entrance&lt;br /&gt;
|desc=Polished stone walls gleam in the diffused light cast by bronze lamps overhead.  A pair of frosted glass doors leads back out into the bustling caverns of Hibarnhvidar.  A long carpet runner, decorated with alchemical herbs and tools, runs from the doors deeper into the society.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a shadowy entryway.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lobby==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Lobby&lt;br /&gt;
|desc=Cozy groupings of chairs and sofas provide a spot to socialize and network for those society members taking a break from alchemical processes.  Wall sconces provide subdued lighting that helps relieve eyestrain from staring at too many retorts or stoves.  The quiet murmur of conversations fills the background as members relax and unwind.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a prestige board.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Supplies&lt;br /&gt;
|desc=Shelves of spices, herbs, and other ingredients line the walls while clerks dart to and fro filling orders for customers.  A long counter allows for the inspection of the various supplies before final purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see Alchemy Society Master Thynik, a large sign and a clerk.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, southeast, south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The placard reads...&lt;br /&gt;
&lt;br /&gt;
  You can place your crafting tools on this counter, and&lt;br /&gt;
  a clerk will store it for you.  You can&lt;br /&gt;
  also ASK a clerk for the item that is in&lt;br /&gt;
  storage, and he will return it to you.  Finally, you can &lt;br /&gt;
  ASK a clerk for a LIST of the items you&lt;br /&gt;
  have in storage, or for a REGISTER to allow you to store&lt;br /&gt;
  deeds easily.&lt;br /&gt;
&lt;br /&gt;
  If you have multiple tools of the same name,&lt;br /&gt;
  a clerk will give you a sack with all of those&lt;br /&gt;
  tools.  If you ask for TOOLS, he will give you all of your&lt;br /&gt;
  tools that are currently in storage.  If you hold on to the&lt;br /&gt;
  sack you get from him, you can place that on the counter and&lt;br /&gt;
  a clerk will store everything inside for you.&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads: &amp;quot;Welcome to our store!  We specialize in selling Alchemy supplies.  You may ORDER merchandise at any time!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|water (alchemy)|name=1).  10 splashes of water|45}}&lt;br /&gt;
{{ShopItem|t=i|grain alcohol|name=2).  10 splashes of grain alcohol|58}}&lt;br /&gt;
{{ShopItem|t=i|nemoih root|name=3).  (25 pieces) dried nemoih|180}}&lt;br /&gt;
{{ShopItem|t=i|plovik leaf|name=4).  (25 pieces) dried plovik|225}}&lt;br /&gt;
{{ShopItem|t=i|jadice flower|name=5).  (25 pieces) dried jadice|270}}&lt;br /&gt;
{{ShopItem|t=i|nilos|name=6).  (25 pieces) dried nilos|315}}&lt;br /&gt;
{{ShopItem|t=i|georin|name=7).  (25 pieces) dried georin|315}}&lt;br /&gt;
{{ShopItem|t=i|riolur leaf|name=8).  (25 pieces) crushed riolur|405}}&lt;br /&gt;
{{ShopItem|t=i|junliar stem|name=9).  (25 pieces) crushed junliar|383}}&lt;br /&gt;
{{ShopItem|t=i|aevaes|name=10).  (25 pieces) crushed aevaes|387}}&lt;br /&gt;
{{ShopItem|t=i|genich stem|name=11).  (25 pieces) dried genich stem|469}}&lt;br /&gt;
{{ShopItem|t=i|ojhenik|name=12).  (25 pieces) crushed ojhenik|721}}&lt;br /&gt;
{{ShopItem|t=n|red flower|name=13).  (25 pieces) dried red flowers|248}}&lt;br /&gt;
{{ShopItem|t=i|ithor|name=14).  (4 pieces) ithor root|72}}&lt;br /&gt;
{{ShopItem|t=i|qun pollen|name=15).  (4 pieces) qun pollen|76}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Books&lt;br /&gt;
|desc=Shelves display books available for purchase while a chart shows techniques.  A clerk notes work order completions on a board.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a remedies chart hanging from the wall and a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You see a listing of techniques from the remedies crafting discipline taught here:&lt;br /&gt;
&lt;br /&gt;
Remedial Herb Gathering&lt;br /&gt;
     \__Advanced Herb Preparation&lt;br /&gt;
&lt;br /&gt;
Wound Remedy Basics&lt;br /&gt;
     \__External Limb Remedies&lt;br /&gt;
             \__External Body Remedies&lt;br /&gt;
                     \__Critical Limb Wound Remedies *&lt;br /&gt;
                     \__Critical Body Wound Remedies *&lt;br /&gt;
     \__Internal Limb Remedies&lt;br /&gt;
             \__Internal Body Remedies&lt;br /&gt;
                     \__Critical Limb Wound Remedies *&lt;br /&gt;
                     \__Critical Body Wound Remedies *&lt;br /&gt;
     \__External Limb Scar Remedies&lt;br /&gt;
             \__External Body Scar Remedies&lt;br /&gt;
                     \__Critical Limb Scar Remedies *&lt;br /&gt;
                     \__Critical Body Scar Remedies *&lt;br /&gt;
     \__Internal Limb Scar Remedies&lt;br /&gt;
             \__Internal Body Scar Remedies&lt;br /&gt;
                     \__Critical Limb Scar Remedies *&lt;br /&gt;
                     \__Critical Body Scar Remedies *&lt;br /&gt;
&lt;br /&gt;
Debilitation Remedies&lt;br /&gt;
     \__External Poison Remedies&lt;br /&gt;
             \__Internal Poison Remedies&lt;br /&gt;
                     \__Exotic Debilitation Remedies *&lt;br /&gt;
     \__External Disease Remedies&lt;br /&gt;
             \__Internal Disease Remedies&lt;br /&gt;
                     \__Exotic Debilitation Remedies *&lt;br /&gt;
     \__External Curatives&lt;br /&gt;
&lt;br /&gt;
Remedy Reduction&lt;br /&gt;
     \__Tincture Preparation&lt;br /&gt;
&lt;br /&gt;
Curative Specialization&lt;br /&gt;
     \__Remedy Preparation Theory&lt;br /&gt;
             \__Restoration Acumen&lt;br /&gt;
&lt;br /&gt;
* Indicates the Technique had more than one pre-requisite&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&amp;quot;Welcome to our store!  We specialize in selling Alchemy instruction books.  Please ANALYZE and STUDY the books before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|book_of_apprentice_remedies_instructions|name=1).  an apprentice remedies book|note=A collection of easy instructions.  Can be analyzed to learn how to use.|625}}&lt;br /&gt;
{{ShopItem|t=i|book_of_jouneyman_remedies_instructions|name=2).  a journeyman remedies book|note=A collection of challenging instructions.  Can be analyzed to learn how to use.|150,000}}&lt;br /&gt;
{{ShopItem|t=i|book_of_master_remedies_instructions|name=3).  a master remedies book|note=A collection of difficult instructions.  Can be analyzed to learn how to use.|625,000}}&lt;br /&gt;
{{ShopItem|t=i|alchemy work order logbook|name=4).  an alchemy work order logbook|note=With this logbook, you can ask the crafting trainers for work.|451}}&lt;br /&gt;
{{ShopItem|t=i|marram salve instructions|name=5). some marram salve instructions|note=Limited use (10) instructions.  Heals external wounds over the entire body.| 90,2000}}&lt;br /&gt;
{{ShopItem|t=i|flamestalk potion instructions|name=6). some flamestalk potion instructions|note=Limited use (10) instructions.  Heals internal wounds over the entire body.| 90,2000}}&lt;br /&gt;
{{ShopItem|t=i|alyssum tea instructions|name=7).  some alyssum tea instructions|note=Limited use (5) instruction.  Reduces Death&#039;s Sting.|135,300}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Tools&lt;br /&gt;
|desc=Stacks of supply crates line the walls while the counter displays various alchemical tools for sale.  Frazzled-looking clerks help customers with their purchases.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&lt;br /&gt;
&amp;quot;Welcome to our store!  We specialize in selling all manner of Alchemy tools.  Please ANALYZE all purchased tools before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|Iron mortar (1)|name=1).  an iron mortar|note=Holds materials for crushing with a pestle.  Used to make Alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|small wayered pyramid|name=2).  a small Wayerd pyramid|note=Used for drying plants for use with alchemy.|451}}&lt;br /&gt;
{{ShopItem|t=i|iron pestle|name=3).  an iron pestle|note=Used with a mortar to crush items used with Alchemy.|90}}&lt;br /&gt;
{{ShopItem|t=i|large metal bowl|name=4).  a large metal bowl|note=Holds materials for mixing with a mixing stick.  Used to make alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|metal mixing stick|name=5).  a metal mixing stick|note=Used with a bowl, pot or cauldron to mix Alchemical solutions together.|67}}&lt;br /&gt;
{{ShopItem|t=i|wire sieve|name=6).  a wire sieve|note=A tool used to filter particulate out of Alchemical compounds by pushing or shaking them.|157}}&lt;br /&gt;
{{ShopItem|t=i|cleaning cloth|name=7).  a cleaning cloth|note=Used to clean and bring out new appearances of crafted items.|360}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Workroom==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workroom&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a dry press and a plant grinder.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workspace==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workspace&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workshop&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Office&lt;br /&gt;
|desc=Except for a desk, there is little to mark out this area as belonging to the Society Master.  The heaps of papers on the desk vie with bits of dried plants and various other ingredients, all of them fighting a losing battle to not slide off the messy desk onto the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
*[[Dry press]]es: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Plant grinder]]s: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{cat|Crafting halls}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680403</id>
		<title>Alchemy Society (Hibarnhvidar)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680403"/>
		<updated>2025-11-07T03:05:00Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Fill in shop item details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Town=Hibarnhvidar&lt;br /&gt;
|Justice=city&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|Owner=Thynik&lt;br /&gt;
|Store Type=Crafting,Alchemy,Room Rental&lt;br /&gt;
|NumRooms=8&lt;br /&gt;
|MapNumber=118&lt;br /&gt;
|RoomID=4006301&lt;br /&gt;
}}&lt;br /&gt;
Found in [[RanikMap118|Upper Hibarnhvidar]], the entrance is found two doors north of where the entrance to [[Stawk&#039;s Brothers Mineral and Supply]] is.  Look for the frosted glass doors.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Entrance==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Entrance&lt;br /&gt;
|desc=Polished stone walls gleam in the diffused light cast by bronze lamps overhead.  A pair of frosted glass doors leads back out into the bustling caverns of Hibarnhvidar.  A long carpet runner, decorated with alchemical herbs and tools, runs from the doors deeper into the society.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a shadowy entryway.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lobby==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Lobby&lt;br /&gt;
|desc=Cozy groupings of chairs and sofas provide a spot to socialize and network for those society members taking a break from alchemical processes.  Wall sconces provide subdued lighting that helps relieve eyestrain from staring at too many retorts or stoves.  The quiet murmur of conversations fills the background as members relax and unwind.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a prestige board.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Supplies&lt;br /&gt;
|desc=Shelves of spices, herbs, and other ingredients line the walls while clerks dart to and fro filling orders for customers.  A long counter allows for the inspection of the various supplies before final purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see Alchemy Society Master Thynik, a large sign and a clerk.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, southeast, south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The placard reads...&lt;br /&gt;
&lt;br /&gt;
  You can place your crafting tools on this counter, and&lt;br /&gt;
  a clerk will store it for you.  You can&lt;br /&gt;
  also ASK a clerk for the item that is in&lt;br /&gt;
  storage, and he will return it to you.  Finally, you can &lt;br /&gt;
  ASK a clerk for a LIST of the items you&lt;br /&gt;
  have in storage, or for a REGISTER to allow you to store&lt;br /&gt;
  deeds easily.&lt;br /&gt;
&lt;br /&gt;
  If you have multiple tools of the same name,&lt;br /&gt;
  a clerk will give you a sack with all of those&lt;br /&gt;
  tools.  If you ask for TOOLS, he will give you all of your&lt;br /&gt;
  tools that are currently in storage.  If you hold on to the&lt;br /&gt;
  sack you get from him, you can place that on the counter and&lt;br /&gt;
  a clerk will store everything inside for you.&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads: &amp;quot;Welcome to our store!  We specialize in selling Alchemy supplies.  You may ORDER merchandise at any time!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|water (alchemy)|name=1).  10 splashes of water|45}}&lt;br /&gt;
{{ShopItem|t=i|grain alcohol|name=2).  10 splashes of grain alcohol|58}}&lt;br /&gt;
{{ShopItem|t=i|nemoih root|name=3).  (25 pieces) dried nemoih|180}}&lt;br /&gt;
{{ShopItem|t=i|plovik leaf|name=4).  (25 pieces) dried plovik|225}}&lt;br /&gt;
{{ShopItem|t=i|jadice flower|name=5).  (25 pieces) dried jadice|270}}&lt;br /&gt;
{{ShopItem|t=i|nilos|name=6).  (25 pieces) dried nilos|315}}&lt;br /&gt;
{{ShopItem|t=i|georin|name=7).  (25 pieces) dried georin|315}}&lt;br /&gt;
{{ShopItem|t=i|riolur leaf|name=8).  (25 pieces) crushed riolur|405}}&lt;br /&gt;
{{ShopItem|t=i|junliar stem|name=9).  (25 pieces) crushed junliar|383}}&lt;br /&gt;
{{ShopItem|t=i|aevaes|name=10).  (25 pieces) crushed aevaes|387}}&lt;br /&gt;
{{ShopItem|t=i|genich stem|name=11).  (25 pieces) dried genich stem|469}}&lt;br /&gt;
{{ShopItem|t=i|ojhenik|name=12).  (25 pieces) crushed ojhenik|721}}&lt;br /&gt;
{{ShopItem|t=n|red flower|name=13).  (25 pieces) dried red flowers|248}}&lt;br /&gt;
{{ShopItem|t=i|ithor|name=14).  (4 pieces) ithor root|72}}&lt;br /&gt;
{{ShopItem|t=i|qun pollen|name=15).  (4 pieces) qun pollen|76}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Books&lt;br /&gt;
|desc=Shelves display books available for purchase while a chart shows techniques.  A clerk notes work order completions on a board.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a remedies chart hanging from the wall and a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You see a listing of techniques from the remedies crafting discipline taught here:&lt;br /&gt;
&lt;br /&gt;
Remedial Herb Gathering&lt;br /&gt;
     \__Advanced Herb Preparation&lt;br /&gt;
&lt;br /&gt;
Wound Remedy Basics&lt;br /&gt;
     \__External Limb Remedies&lt;br /&gt;
             \__External Body Remedies&lt;br /&gt;
                     \__Critical Limb Wound Remedies *&lt;br /&gt;
                     \__Critical Body Wound Remedies *&lt;br /&gt;
     \__Internal Limb Remedies&lt;br /&gt;
             \__Internal Body Remedies&lt;br /&gt;
                     \__Critical Limb Wound Remedies *&lt;br /&gt;
                     \__Critical Body Wound Remedies *&lt;br /&gt;
     \__External Limb Scar Remedies&lt;br /&gt;
             \__External Body Scar Remedies&lt;br /&gt;
                     \__Critical Limb Scar Remedies *&lt;br /&gt;
                     \__Critical Body Scar Remedies *&lt;br /&gt;
     \__Internal Limb Scar Remedies&lt;br /&gt;
             \__Internal Body Scar Remedies&lt;br /&gt;
                     \__Critical Limb Scar Remedies *&lt;br /&gt;
                     \__Critical Body Scar Remedies *&lt;br /&gt;
&lt;br /&gt;
Debilitation Remedies&lt;br /&gt;
     \__External Poison Remedies&lt;br /&gt;
             \__Internal Poison Remedies&lt;br /&gt;
                     \__Exotic Debilitation Remedies *&lt;br /&gt;
     \__External Disease Remedies&lt;br /&gt;
             \__Internal Disease Remedies&lt;br /&gt;
                     \__Exotic Debilitation Remedies *&lt;br /&gt;
     \__External Curatives&lt;br /&gt;
&lt;br /&gt;
Remedy Reduction&lt;br /&gt;
     \__Tincture Preparation&lt;br /&gt;
&lt;br /&gt;
Curative Specialization&lt;br /&gt;
     \__Remedy Preparation Theory&lt;br /&gt;
             \__Restoration Acumen&lt;br /&gt;
&lt;br /&gt;
* Indicates the Technique had more than one pre-requisite&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&amp;quot;Welcome to our store!  We specialize in selling Alchemy instruction books.  Please ANALYZE and STUDY the books before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|book_of_apprentice_remedies_instructions|name=1).  an apprentice remedies book|note=A collection of easy instructions.  Can be analyzed to learn how to use.|625}}&lt;br /&gt;
{{ShopItem|t=i|book_of_jouneyman_remedies_instructions|name=2).  a journeyman remedies book|note=A collection of challenging instructions.  Can be analyzed to learn how to use.|150,000}}&lt;br /&gt;
{{ShopItem|t=i|book_of_master_remedies_instructions|name=3).  a master remedies book|note=A collection of difficult instructions.  Can be analyzed to learn how to use.|625,000}}&lt;br /&gt;
{{ShopItem|t=i|alchemy work order logbook|name=4).  an alchemy work order logbook|note=With this logbook, you can ask the crafting trainers for work.|451}}&lt;br /&gt;
{{ShopItem|t=i|marram salve instructions|name=5). some marram salve instructions|note=Limited use (10) instructions.  Heals external wounds over the entire body.| 90,2000}}&lt;br /&gt;
{{ShopItem|t=i|flamestalk potion instructions|name=6). some flamestalk potion instructions|note=Limited use (10) instructions.  Heals internal wounds over the entire body.| 90,2000}}&lt;br /&gt;
{{ShopItem|t=i|alyssum tea instructions|name=7).  some alyssum tea instructions|note=Limited use (?) instruction.  Reduces Death&#039;s Sting.|135,300}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Tools&lt;br /&gt;
|desc=Stacks of supply crates line the walls while the counter displays various alchemical tools for sale.  Frazzled-looking clerks help customers with their purchases.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&lt;br /&gt;
&amp;quot;Welcome to our store!  We specialize in selling all manner of Alchemy tools.  Please ANALYZE all purchased tools before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|Iron mortar (1)|name=1).  an iron mortar|note=Holds materials for crushing with a pestle.  Used to make Alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|small wayered pyramid|name=2).  a small Wayerd pyramid|note=Used for drying plants for use with alchemy.|451}}&lt;br /&gt;
{{ShopItem|t=i|iron pestle|name=3).  an iron pestle|note=Used with a mortar to crush items used with Alchemy.|90}}&lt;br /&gt;
{{ShopItem|t=i|large metal bowl|name=4).  a large metal bowl|note=Holds materials for mixing with a mixing stick.  Used to make alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|metal mixing stick|name=5).  a metal mixing stick|note=Used with a bowl, pot or cauldron to mix Alchemical solutions together.|67}}&lt;br /&gt;
{{ShopItem|t=i|wire sieve|name=6).  a wire sieve|note=A tool used to filter particulate out of Alchemical compounds by pushing or shaking them.|157}}&lt;br /&gt;
{{ShopItem|t=i|cleaning cloth|name=7).  a cleaning cloth|note=Used to clean and bring out new appearances of crafted items.|360}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Workroom==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workroom&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a dry press and a plant grinder.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workspace==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workspace&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workshop&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Office&lt;br /&gt;
|desc=Except for a desk, there is little to mark out this area as belonging to the Society Master.  The heaps of papers on the desk vie with bits of dried plants and various other ingredients, all of them fighting a losing battle to not slide off the messy desk onto the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
*[[Dry press]]es: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Plant grinder]]s: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{cat|Crafting halls}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680387</id>
		<title>Alchemy Society (Hibarnhvidar)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=680387"/>
		<updated>2025-11-07T02:33:49Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Fillout rooms, shop info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Town=Hibarnhvidar&lt;br /&gt;
|Justice=city&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|Owner=Thynik&lt;br /&gt;
|Store Type=Crafting,Alchemy,Room Rental&lt;br /&gt;
|NumRooms=8&lt;br /&gt;
|MapNumber=118&lt;br /&gt;
}}&lt;br /&gt;
Found in [[RanikMap118|Upper Hibarnhvidar]], the entrance is found two doors north of where the entrance to [[Stawk&#039;s Brothers Mineral and Supply]] is.  Look for the frosted glass doors.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Entrance==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Entrance&lt;br /&gt;
|desc=Polished stone walls gleam in the diffused light cast by bronze lamps overhead.  A pair of frosted glass doors leads back out into the bustling caverns of Hibarnhvidar.  A long carpet runner, decorated with alchemical herbs and tools, runs from the doors deeper into the society.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a shadowy entryway.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lobby==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Lobby&lt;br /&gt;
|desc=Cozy groupings of chairs and sofas provide a spot to socialize and network for those society members taking a break from alchemical processes.  Wall sconces provide subdued lighting that helps relieve eyestrain from staring at too many retorts or stoves.  The quiet murmur of conversations fills the background as members relax and unwind.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a prestige board.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Supplies&lt;br /&gt;
|desc=Shelves of spices, herbs, and other ingredients line the walls while clerks dart to and fro filling orders for customers.  A long counter allows for the inspection of the various supplies before final purchase.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see Alchemy Society Master Thynik, a large sign and a clerk.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, southeast, south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Books&lt;br /&gt;
|desc=Shelves display books available for purchase while a chart shows techniques.  A clerk notes work order completions on a board.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a remedies chart hanging from the wall and a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: south, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Tools&lt;br /&gt;
|desc=Stacks of supply crates line the walls while the counter displays various alchemical tools for sale.  Frazzled-looking clerks help customers with their purchases.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a large sign.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, southeast, southwest, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workroom==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workroom&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a dry press and a plant grinder.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, southwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workspace==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workspace&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Workshop&lt;br /&gt;
|desc=A set of alchemical equipment is centered in this laboratory carved out of living rock.  Pipes along the ceiling are covered with holes that provide a way for any deadly gasses released to eventually be piped to the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a plant grinder and a dry press.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: northeast, east, west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
{{ShopDescription|roomname=Hibarnhvidar Alchemy Society, Office&lt;br /&gt;
|desc=Except for a desk, there is little to mark out this area as belonging to the Society Master.  The heaps of papers on the desk vie with bits of dried plants and various other ingredients, all of them fighting a losing battle to not slide off the messy desk onto the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: west, northwest.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
*[[Dry press]]es: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Plant grinder]]s: 3&lt;br /&gt;
: Quality: Well-crafted (8/13)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{cat|Crafting halls}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=677841</id>
		<title>Time Development Points</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=677841"/>
		<updated>2025-10-27T10:16:32Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Undo revision 677839 by BLOODGEON (talk):  11324 + 400  + 14100 (Sum of 1-150 MINUS 1 since you don&amp;#039;t circle to 100 + 50*8 + 141*100)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Time Development Points (TDPs) are used to increase [[attributes]].&lt;br /&gt;
&lt;br /&gt;
In order to use TDPs to raise a stat, one must go to a designated room for training that particular stat and type &amp;lt;tt&amp;gt;TRAIN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;STUDY&amp;lt;/tt&amp;gt; twice to confirm. Training rooms for each stat are available within or near every major city.&lt;br /&gt;
&lt;br /&gt;
A new character is given 600 TDPs right out of the Character Manager. After that, the only way to gain more TDPs is by circling or obtaining new ranks in skills. &lt;br /&gt;
&lt;br /&gt;
==TDPs from Circling==&lt;br /&gt;
Each time you circle, up to 150, you will gain a base number of TDPs plus a bonus based on your circle. Below circle 10 you get a base of 50 TDPs. Circle 10 onward, you will gain 100 TDPs as a base. The bonus TDPs are always equal to the circle you just attained. For example: if you attain circle 27, you will get 127 TDPs.&lt;br /&gt;
&lt;br /&gt;
After circle 150, TDPs cannot be gained from circling.  The total number of TDPs gained from circling is 25,824.&lt;br /&gt;
&lt;br /&gt;
==TDPs from Leveling Skills==&lt;br /&gt;
Each time you gain a new rank in any skill, the integer value of that rank is added into a hidden pool (the TDP pool). If at any time the total in the pool reaches or exceeds 200, you gain one TDP and 200 is subtracted from the pool. This also applies for multiples of 200: if the TDP pool reaches 400, you gain two TDPs and 400 points are subtracted; for 600 you get three TDPs and 600 is deducted from the pool, etc.&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s assume that your TDP pool is currently zero. You increase your [[Perception skill]] to attain rank 150. 150 points are added to the TDP pool. You then increase your [[Leather Armor skill]] to rank 66. 66 points are added to the TDP pool, making a total of 216. You gain one TDP, and 200 points are subtracted from the TDP pool leaving 16 points. Next, you increase your {{skill|Arcana}} to 197. Your pool increases to 213, you gain yet another TDP, and the pool is reduced to 13.&lt;br /&gt;
&lt;br /&gt;
Since the experience change where all tertiary skills less than 100 ranks are learned at the rate of secondary skills, it is considerably easier than it was to level tertiary skills for the sake of TDPs alone. Leveling a single skill to 100 ranks will result in a gain of 25 TDPs when all is said and done. Leveling a skill to only 50 will result in a gain of 6 TDPs. &lt;br /&gt;
&lt;br /&gt;
==Death and Losing TDPs==&lt;br /&gt;
When you &#039;&#039;&#039;lose&#039;&#039;&#039; ranks from memory decay as a result of death without rejuvenation, your TDP pool will be &#039;&#039;&#039;reduced&#039;&#039;&#039; by the ranks you lost. If this sends the TDP pool below zero you will lose a TDP, and 200 will be added to the pool. This process makes it possible to have a negative number of TDPs.&lt;br /&gt;
&lt;br /&gt;
==TDP Formulas==&lt;br /&gt;
In mathematical terms, the total number of TDPs gained from a single skill is the sum of integers from 0 to the maximum earned rank divided by 200. This can be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_single_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
In particular, TDPs are quadratic with respect to rank, meaning that it becomes more and more efficient at higher levels to train higher ranked skills.  For example, a single skill produces the equivalent of one TDP at ranks 20, 28, 34, 39, 43, and so on, with the gap narrowly closing until (of course) a TDP is produced every rank past 200.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;hidden TDP pool&amp;quot; is shared between skills, the floor function operates on the sum of skills, instead of each skill individually. The formula to calculate the total TDPs gained from all skills is as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
TDPs granted from all levels gained can be expressed with the following formula:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_levels_formula.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
* {{com|TDP}} {{tt|project}}&lt;br /&gt;
* [[Calculate TDPs gained (script)]]: A Genie script for calcluating the number of TDPs gained from advancing one skill from 1 to X.&lt;br /&gt;
* [http://matoom.github.io/calculators/tdpcalc.html DragonRealms TDP Calculator]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Statistics}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Shard)&amp;diff=671940</id>
		<title>Alchemy Society (Shard)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Shard)&amp;diff=671940"/>
		<updated>2025-09-13T23:56:08Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: shop filled out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Store At A Glance&lt;br /&gt;
|Town=Shard&lt;br /&gt;
|Justice=city&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|Owner=Benzia&lt;br /&gt;
|Store Type=Crafting,Alchemy&lt;br /&gt;
|NumRooms=6&lt;br /&gt;
|MapNumber=67&lt;br /&gt;
|RoomID=2026300&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cat|Crafting halls}}&lt;br /&gt;
&lt;br /&gt;
The Shard Alchemy Society is a place for people to work on the [[Remedies discipline]] in the Alchemy skill.&lt;br /&gt;
&lt;br /&gt;
Found in the city of [[Shard]], 1 room south from the west gate.&lt;br /&gt;
&lt;br /&gt;
[[Benzia|Alchemy Society Mistress Benzia]] is on hand to issue workorders, teach techniques, and grant a career or hobby if you choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
===Materials===&lt;br /&gt;
{{ShopDescription|roomname=Shard Alchemy Society, Alchemical Materials&lt;br /&gt;
|desc=Softly glowing gaethzen spheres hang over glass-lidded pine cases that display a variety of materials for sale.  A dark wool carpet depicting a cornucopia of alchemical ingredients covers the floor, ready to mask any possible stains from careless hands.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: [[#Supplies|up]], down.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads: &amp;quot;Welcome to our store!  We specialize in selling Alchemy supplies.  You may ORDER merchandise at any time!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|water (alchemy)|name=1).  10 splashes of water|45}}&lt;br /&gt;
{{ShopItem|t=i|grain alcohol|name=2).  10 splashes of grain alcohol|58}}&lt;br /&gt;
{{ShopItem|t=i|nemoih root|name=3).  (25 pieces) dried nemoih|180}}&lt;br /&gt;
{{ShopItem|t=i|plovik leaf|name=4).  (25 pieces) dried plovik|225}}&lt;br /&gt;
{{ShopItem|t=i|jadice flower|name=5).  (25 pieces) dried jadice|270}}&lt;br /&gt;
{{ShopItem|t=i|nilos|name=6).  (25 pieces) dried nilos|315}}&lt;br /&gt;
{{ShopItem|t=i|georin|name=7).  (25 pieces) dried georin|315}}&lt;br /&gt;
{{ShopItem|t=i|riolur leaf|name=8).  (25 pieces) crushed riolur|405}}&lt;br /&gt;
{{ShopItem|t=i|junliar stem|name=9).  (25 pieces) crushed junliar|383}}&lt;br /&gt;
{{ShopItem|t=i|aevaes|name=10).  (25 pieces) crushed aevaes|387}}&lt;br /&gt;
{{ShopItem|t=i|genich stem|name=11).  (25 pieces) dried genich stem|469}}&lt;br /&gt;
{{ShopItem|t=i|ojhenik|name=12).  (25 pieces) crushed ojhenik|721}}&lt;br /&gt;
{{ShopItem|t=n|red flower|name=13).  (25 pieces) dried red flowers|248}}&lt;br /&gt;
{{ShopItem|t=i|ithor|name=14).  (4 pieces) ithor root|72}}&lt;br /&gt;
{{ShopItem|t=i|qun pollen|name=15).  (4 pieces) qun pollen|76}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemical Tools===&lt;br /&gt;
{{ShopDescription|roomname=Shard Alchemy Society, Alchemical Tools&lt;br /&gt;
|desc=A bored-looking Elven boy sits next to a steel cabinet in this tight alcove.  He occasionally opens one of the various drawers to dust the tools within, keeping them in pristine condition until sold.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: [[#Materials|out]] }}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&lt;br /&gt;
&amp;quot;Welcome to our store!  We specialize in selling all manner of Alchemy tools.  Please ANALYZE all purchased tools before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;The placard reads...&lt;br /&gt;
&lt;br /&gt;
  You can place your crafting tools on this counter, and&lt;br /&gt;
   will store it for you.  You can&lt;br /&gt;
  also ASK  for the item that is in&lt;br /&gt;
  storage, and  will return it to you.  Finally, you can &lt;br /&gt;
  ASK  for a LIST of the items you&lt;br /&gt;
  have in storage, or for a REGISTER to allow you to store&lt;br /&gt;
  deeds easily.&lt;br /&gt;
&lt;br /&gt;
  If you have multiple tools of the same name,&lt;br /&gt;
   will give you a sack with all of those&lt;br /&gt;
  tools.  If you ask for TOOLS,  will give you all of your&lt;br /&gt;
  tools that are currently in storage.  If you hold on to the&lt;br /&gt;
  sack you get from , you can place that on the counter and&lt;br /&gt;
   will store everything inside for you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|Iron mortar (1)|name=1).  an iron mortar|note=Holds materials for crushing with a pestle.  Used to make Alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|small wayered pyramid|name=2).  a small Wayerd pyramid|note=Used for drying plants for use with alchemy.|451}}&lt;br /&gt;
{{ShopItem|t=i|iron pestle|name=3).  an iron pestle|note=Used with a mortar to crush items used with Alchemy.|90}}&lt;br /&gt;
{{ShopItem|t=i|large metal bowl|name=4).  a large metal bowl|note=Holds materials for mixing with a mixing stick.  Used to make alchemical crafts.|90}}&lt;br /&gt;
{{ShopItem|t=i|metal mixing stick|name=5).  a metal mixing stick|note=Used with a bowl, pot or cauldron to mix Alchemical solutions together.|67}}&lt;br /&gt;
{{ShopItem|t=i|wire sieve|name=6).  a wire sieve|note=A tool used to filter particulate out of Alchemical compounds by pushing or shaking them.|157}}&lt;br /&gt;
{{ShopItem|t=i|cleaning cloth|name=7).  a cleaning cloth|note=Used to clean and bring out new appearances of crafted items.|360}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
{{ShopDescription|roomname=Shard Alchemy Society, Books&lt;br /&gt;
|desc=Stained-glass windows depicting a menagerie of alchemists in various stages of the craft surround the top of the granite-walled tower.  A young Human keeps herself busy by collecting the piles into neat stacks, only to frown and readjust them into an alternate arrangement.&lt;br /&gt;
Obvious exits: [[#Materials|down]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
A large sign reads:&amp;quot;Welcome to our store!  We specialize in selling Alchemy instruction books.  Please ANALYZE and STUDY the books before asking for help.  You may ORDER merchandise at any time!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|{{com|order}}}}&lt;br /&gt;
{{ShopItem|t=i|book_of_apprentice_remedies_instructions|name=1).  an apprentice remedies book|note=A collection of easy instructions.  Can be analyzed to learn how to use.|625}}&lt;br /&gt;
{{ShopItem|t=i|book_of_jouneyman_remedies_instructions|name=2).  a journeyman remedies book|note=A collection of challenging instructions.  Can be analyzed to learn how to use.|150,000}}&lt;br /&gt;
{{ShopItem|t=i|book_of_master_remedies_instructions|name=3).  a master remedies book|note=A collection of difficult instructions.  Can be analyzed to learn how to use.|625,000}}&lt;br /&gt;
{{ShopItem|t=i|alchemy work order logbook|name=4).  an alchemy work order logbook|note=With this logbook, you can ask the crafting trainers for work.|451}}&lt;br /&gt;
{{ShopItem|t=i|alyssum tea instructions|name=5).  some alyssum tea instructions|note=Limited use instruction|135,300}}&lt;br /&gt;
&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=671267</id>
		<title>Shield of Light</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=671267"/>
		<updated>2025-08-24T20:34:43Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sol&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 10, [[Divine Radiance]], [[Minor Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Shield of Light spell creates a blessed shield, keeping it in existence as long as the pattern holds.  This divine shield is very light, can be shaped somewhat, and will also allow the cleric to block attacks with greater accuracy than they would otherwise with mundane shields.&lt;br /&gt;
|buffs=Shield Usage skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Conjures a shield&lt;br /&gt;
|messaging=&#039;&#039;&#039;Cast without a shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
In a fiery blaze, a shimmering tower shield appears in your left hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wearing the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield dissolves into a pinpoint of light and quickly reconstructs itself as a flickering oval shield on your left arm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaping the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield suddenly fluctuates, changing shape and reforming into a luminous target shield.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect ends:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your tower shield fades away into nothingness.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast while left hand is occupied:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fiery blaze covers your shield arm like a vambrace of solid sunlight.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be used with an [[Osrel Meraud]] orb.&lt;br /&gt;
*Shield of Light does not summon a shield if your left hand is occupied and currently worn Shield of Light will dissolve.&lt;br /&gt;
*If Shield of Light does not summon a shield, you still get the skill buff.&lt;br /&gt;
*If Shield of Light does not summon a shield due your left hand being occupied, a Shield of Light will not appear once your left hand is emptied.&lt;br /&gt;
*Dropping a Shield of Light will temporarily free your left hand but the shield will reappear after a moment.&lt;br /&gt;
*Shield of Light will not summon a shield if you are already wearing or holding one, even if left hand is free.&lt;br /&gt;
*The summoned oval (medium sized) shield of light can be arm-worn despite being larger than what a cleric could normally wear.&lt;br /&gt;
*[[Unbend sigil|Unbend sigils]] can destroy a shield of light when dropped in the same room.&lt;br /&gt;
* The stats of the summoned shield are improved if the caster knows the Simple Shield Design [[Armorsmithing techniques|Armorsmithing technique]] or the Simple Tailored Defensive Designs [[Tailoring techniques|Tailoring technique]]. &amp;lt;ref&amp;gt;[[Post:A few questions - 05/13/2013 - 22:05]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|SHAPE}} {{tt|SHIELD TO}} &#039;&#039;&amp;lt;option&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
: SHAPE SHIELD TO TARGET&amp;lt;br /&amp;gt;&lt;br /&gt;
: SHAPE SHIELD TO MERAUD&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Valid options===&lt;br /&gt;
* target (small)&lt;br /&gt;
* oval (medium)&lt;br /&gt;
* tower (large)&lt;br /&gt;
* spiked (adds puncture damage)&lt;br /&gt;
* blank (without spikes)&lt;br /&gt;
* the name of any Immortal (alters appearance)&lt;br /&gt;
* custom (alters appearance, requires custom scroll)&lt;br /&gt;
&lt;br /&gt;
Target (small) and oval (medium) options can be worn on the arm. Tower (large) shields will automatically shape to oval when worn.&lt;br /&gt;
&lt;br /&gt;
====Custom designs====&lt;br /&gt;
Custom scrolls have been sold at various festival shops (e.g. [[See The Light]]) or are available as part of quest loot (e.g. the [[Item:Salt-stained vellum scroll|salt-stained vellum scroll]]). When you {{com|shape}} {{tt|shield to custom}}, your shield will take on the appearance set in the last scroll you studied.&lt;br /&gt;
&lt;br /&gt;
These custom scrolls bind to the user when you {{com|study}} them. Once a scroll has been studied by one cleric, another cleric cannot study them to learn the pattern. The scroll is not destroyed, however, allowing you to collect multiple scrolls with different designs.&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||09-better than fair||03-dismal||07-low&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||05-poor||12-good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||16-great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Protection with Shield crafting technique==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||10-moderate||03-dismal||08-fair&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||06-rather low||13-very good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||17-very great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=671266</id>
		<title>Shield of Light</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=671266"/>
		<updated>2025-08-24T20:34:21Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sol&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 10, [[Divine Radiance]], [[Minor Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Shield of Light spell creates a blessed shield, keeping it in existence as long as the pattern holds.  This divine shield is very light, can be shaped somewhat, and will also allow the cleric to block attacks with greater accuracy than they would otherwise with mundane shields.&lt;br /&gt;
|buffs=Shield Usage skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Conjures a shield&lt;br /&gt;
|messaging=&#039;&#039;&#039;Cast without a shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
In a fiery blaze, a shimmering tower shield appears in your left hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wearing the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield dissolves into a pinpoint of light and quickly reconstructs itself as a flickering oval shield on your left arm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaping the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield suddenly fluctuates, changing shape and reforming into a luminous target shield.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect ends:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your tower shield fades away into nothingness.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast while left hand is occupied:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fiery blaze covers your shield arm like a vambrace of solid sunlight.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be used with an [[Osrel Meraud]] orb.&lt;br /&gt;
*Shield of Light does not summon a shield if your left hand is occupied and currently worn Shield of Light will dissolve.&lt;br /&gt;
*If Shield of Light does not summon a shield, you still get the skill buff.&lt;br /&gt;
*If Shield of Light does not summon a shield due your left hand being occupied, a Shield of Light will not appear once your left hand is emptied.&lt;br /&gt;
*Dropping a Shield of Light will temporarily free your left hand but the shield will reappear after a moment.&lt;br /&gt;
*Shield of Light will not summon a shield if you are already wearing or holding one, as long as your left hand is free.&lt;br /&gt;
*The summoned oval (medium sized) shield of light can be arm-worn despite being larger than what a cleric could normally wear.&lt;br /&gt;
*[[Unbend sigil|Unbend sigils]] can destroy a shield of light when dropped in the same room.&lt;br /&gt;
* The stats of the summoned shield are improved if the caster knows the Simple Shield Design [[Armorsmithing techniques|Armorsmithing technique]] or the Simple Tailored Defensive Designs [[Tailoring techniques|Tailoring technique]]. &amp;lt;ref&amp;gt;[[Post:A few questions - 05/13/2013 - 22:05]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|SHAPE}} {{tt|SHIELD TO}} &#039;&#039;&amp;lt;option&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
: SHAPE SHIELD TO TARGET&amp;lt;br /&amp;gt;&lt;br /&gt;
: SHAPE SHIELD TO MERAUD&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Valid options===&lt;br /&gt;
* target (small)&lt;br /&gt;
* oval (medium)&lt;br /&gt;
* tower (large)&lt;br /&gt;
* spiked (adds puncture damage)&lt;br /&gt;
* blank (without spikes)&lt;br /&gt;
* the name of any Immortal (alters appearance)&lt;br /&gt;
* custom (alters appearance, requires custom scroll)&lt;br /&gt;
&lt;br /&gt;
Target (small) and oval (medium) options can be worn on the arm. Tower (large) shields will automatically shape to oval when worn.&lt;br /&gt;
&lt;br /&gt;
====Custom designs====&lt;br /&gt;
Custom scrolls have been sold at various festival shops (e.g. [[See The Light]]) or are available as part of quest loot (e.g. the [[Item:Salt-stained vellum scroll|salt-stained vellum scroll]]). When you {{com|shape}} {{tt|shield to custom}}, your shield will take on the appearance set in the last scroll you studied.&lt;br /&gt;
&lt;br /&gt;
These custom scrolls bind to the user when you {{com|study}} them. Once a scroll has been studied by one cleric, another cleric cannot study them to learn the pattern. The scroll is not destroyed, however, allowing you to collect multiple scrolls with different designs.&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||09-better than fair||03-dismal||07-low&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||05-poor||12-good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||16-great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Protection with Shield crafting technique==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||10-moderate||03-dismal||08-fair&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||06-rather low||13-very good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||17-very great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering/Sanctum_loot&amp;diff=671092</id>
		<title>Breaking and Entering/Sanctum loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering/Sanctum_loot&amp;diff=671092"/>
		<updated>2025-08-19T11:49:36Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Moon Mage tools */ telescopes are not divination tools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Cambrinth==&lt;br /&gt;
* {{sloot|i|heavy bracer patterned with geometric cambrinth symbols}} - &#039;&#039;heavy &amp;lt;metal&amp;gt; bracer patterned with geometric cambrinth symbols; 32 mana&#039;&#039;&lt;br /&gt;
* {{sloot|i|polished ring set with an oval cambrinth cabochon}} - &#039;&#039;polished &amp;lt;wood&amp;gt; ring set with an oval cambrinth cabochon; 4 mana&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Enchanted items==&lt;br /&gt;
* {{sloot|i|small amulet with roughly carved edges}} - &#039;&#039;small &amp;lt;stone&amp;gt; amulet with roughly carved edges; single-use of &#039;&#039;&#039;backtrace&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* {{sloot|i|tapered glass lens framed in wood}} - &#039;&#039;tapered glass lens framed in &amp;lt;wood&amp;gt;; single-use of &#039;&#039;&#039;minion identifier&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gaethzen==&lt;br /&gt;
* {{sloot|i|gaethzen blossom with a short stem}} - &#039;&#039;gaethzen &amp;lt;flower&amp;gt; blossom with a short &amp;lt;metal&amp;gt; stem; 32 mana&#039;&#039;&lt;br /&gt;
* {{sloot|i|gaethzen statuette of a figure}} - &#039;&#039;gaethzen statuette of a &amp;lt;Famous Face&amp;gt;; 32 mana&#039;&#039;&lt;br /&gt;
* {{sloot|i|shimmering gaethzen reading lamp with a triangular base}} - &#039;&#039;shimmering gaethzen reading lamp with a triangular &amp;lt;wood&amp;gt; base; 108 mana&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mail items==&lt;br /&gt;
* {{sloot|i|cylinder of wax}} - &#039;&#039;cylinder of &amp;lt;color&amp;gt; wax; mail wax&#039;&#039;&lt;br /&gt;
* {{sloot|i|dainty signet ring etched with a bloom}} - &#039;&#039;dainty &amp;lt;metal&amp;gt; signet ring etched with a &amp;lt;flower&amp;gt; bloom; mail signet ring&#039;&#039;&lt;br /&gt;
* {{sloot|i|large package covered in cloth}} - &#039;&#039;large package covered in &amp;lt;color&amp;gt; &amp;lt;cloth&amp;gt;; mail parcel; 15 x 10 x 5; 1,000 stones&#039;&#039;&lt;br /&gt;
* {{sloot|i|scallop-edged piece of paper edged with blossoms}} - &#039;&#039;scallop-edged piece of paper edged with &amp;lt;flower&amp;gt; blossoms; mail paper&#039;&#039;&lt;br /&gt;
* {{sloot|i|slender envelope}} - &#039;&#039;slender &amp;lt;color&amp;gt; envelope; mail parcel; 2 x 2 x 1; 10 stones&#039;&#039;&lt;br /&gt;
* {{sloot|i|rugged sheet of paper embellished with a tree}} - &#039;&#039;rugged sheet of paper embellished with a &amp;lt;wood&amp;gt; tree; mail paper&#039;&#039;&lt;br /&gt;
* {{sloot|i|wide signet ring etched with a tree}} - &#039;&#039;wide &amp;lt;metal&amp;gt; signet ring etched with a &amp;lt;wood&amp;gt; tree; mail signet ring&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moon Mage tools==&lt;br /&gt;
* {{sloot|i|cloth-lined celestial charts detailed with ink}} - &#039;&#039;&amp;lt;cloth&amp;gt;-lined celestial charts detailed with &amp;lt;color&amp;gt; ink; divination tool&#039;&#039;&lt;br /&gt;
* {{sloot|i|slim telescope case}} - &#039;&#039;slim &amp;lt;wood&amp;gt; telescope case lined with &amp;lt;color&amp;gt; &amp;lt;cloth&amp;gt;&#039;&#039;&lt;br /&gt;
* {{sloot|i|small telescope}} - &#039;&#039;small &amp;lt;color&amp;gt; telescope fit with an eyepiece of &amp;lt;metal&amp;gt;&#039;&#039;&lt;br /&gt;
* {{sloot|i|large crystal prism suspended from a fine chain}} - &#039;&#039;large crystal prism suspended from a fine &amp;lt;metal&amp;gt; chain; divination tool&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
* {{sloot|i|billowy mage&#039;s robe spangled with bits of metal}} - &#039;&#039;billowy &amp;lt;color&amp;gt; mage&#039;s robe spangled with bits of &amp;lt;metal&amp;gt;&#039;&#039;&lt;br /&gt;
* {{sloot|i|chocolate bonbon coated in a glaze}} - &#039;&#039;chocolate bonbon coated in a &amp;lt;color&amp;gt; glaze&#039;&#039;&lt;br /&gt;
* {{sloot|i|fluffy feather quill with a metal nib}} - &#039;&#039;fluffy &amp;lt;color&amp;gt; feather quill with a &amp;lt;metal&amp;gt; nib&#039;&#039;&lt;br /&gt;
* {{sloot|i|glossy stationery kit with polished hinges}} - &#039;&#039;glossy &amp;lt;color&amp;gt; stationary kit with polished &amp;lt;metal&amp;gt; hinges&#039;&#039;&lt;br /&gt;
* {{sloot|i|heavy goblet inscribed with a crest}} - &#039;&#039;heavy &amp;lt;metal&amp;gt; goblet inscribed with the crest of &amp;lt;location/House&amp;gt;&#039;&#039;&lt;br /&gt;
* {{sloot|i|long stick of incense}} - &#039;&#039;long &amp;lt;color&amp;gt; stick of incense&#039;&#039;&lt;br /&gt;
* {{sloot|i|memory orb}}&lt;br /&gt;
* {{sloot|i|pocket-sized kaleidoscope}} - &#039;&#039;pocket-sized &amp;lt;metal&amp;gt; kaleidoscope engraved with &amp;lt;flower type&amp;gt; blooms; toy&#039;&#039;&lt;br /&gt;
* {{sloot|i|slender bladed letter opener with an engraved handle}} - &#039;&#039;slender &amp;lt;metal&amp;gt;-bladed letter opener with an engraved handle; belt-worn skinning knife&#039;&#039;&lt;br /&gt;
* {{sloot|i|small tobacco pouch with metal-tipped ties}} - &#039;&#039;small &amp;lt;cloth&amp;gt; tobacco pouch with &amp;lt;metal&amp;gt;-tipped ties; belt-worn; 2 x 2 x 2; 150 stones&#039;&#039;&lt;br /&gt;
* {{sloot|i|square cigar box etched with a crest}} - &#039;&#039;square &amp;lt;wood&amp;gt; cigar box etched with the crest of &amp;lt;location&amp;gt;; belt-worn; 6 x 3 x 3; 60 stones&#039;&#039;&lt;br /&gt;
* {{sloot|i|witch ball}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Philosopher%27s_Preservation&amp;diff=670971</id>
		<title>Philosopher&#039;s Preservation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Philosopher%27s_Preservation&amp;diff=670971"/>
		<updated>2025-08-11T17:44:30Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Corrected min prep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=php&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|magic=Arcane Magic&lt;br /&gt;
|spellbook=Synthetic Creation&lt;br /&gt;
|prereqs=[[Researcher&#039;s Insight]]&lt;br /&gt;
|slot=4&lt;br /&gt;
|illegal=illegal, social outrage&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=Philosopher&#039;s Preservation overlays the Necromancer&#039;s nervous system with one designed after a far greater being.  This temporary mutation considerably increases his reaction time, granting the magician quick reflexes and almost supernatural grace when evading attacks.  Being a particularly deep-carved mutation, however, its reversal may prove unpleasant.&lt;br /&gt;
|buffs=Evasion skill, Reflex (stat), Stamina (stat)&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|messaging=&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You clench your hands into fists and grit your teeth, trying to channel mutation through your body!&amp;lt;br /&amp;gt;&lt;br /&gt;
Swirls of reddish-black energy erupt forth from all over your body, settling into your nervous system. There is the briefest flash of intense pain before the spell improves your mortal reflexes into something beyond that of a normal &#039;&#039;&amp;lt;race&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;Necromancer&amp;gt;&#039;&#039; clenches &#039;&#039;&amp;lt;his/her&amp;gt;&#039;&#039; hands into fists and grits &#039;&#039;&amp;lt;his/her&amp;gt;&#039;&#039; teeth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Swirls of reddish-black energy erupt forth from &#039;&#039;&amp;lt;Necromancer&amp;gt;&#039;&#039;&#039;s body, eventually settling into a monstrous pattern shining through &#039;&#039;&amp;lt;his/her&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;skin/scales&amp;gt;&#039;&#039;.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Appears on {{com|LOOK}}. This look is not able to be hidden with [[Rite of Grace]], and [[Rite of Contrition]] does not dispel it. While it is possible to manually {{com|release}} it, there&#039;s no way to hide the spell&#039;s look when you are using it.&lt;br /&gt;
* Causes ~10% hit to vitality and fatigue when it wears off or is released.&lt;br /&gt;
* Casting this spell inside a standard [[justice]] zone generates [[Social Outrage]]. [[Generates Social Outrage::true| ]] Having it visible in a justice zone no longer generates outrage.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Spells_command&amp;diff=670640</id>
		<title>Spells command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Spells_command&amp;diff=670640"/>
		<updated>2025-07-28T15:50:39Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|Spells}} command&#039;&#039;&#039; displays the full list of [[spell]]s that your character has learned and how many open [[spell slots]] are available, and controls several spell-casting options.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{tt|Spells}}&lt;br /&gt;
: By itself, the command will display your character&#039;s spellbook, how many spell slots are open, and the status of the settings described below.&lt;br /&gt;
* {{tt|Spells recognize &amp;lt;nowiki&amp;gt;[ON|OFF]&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
: This setting selects whether your character will recognize known spells when prepared by someone else in the area.  If {{tt|on}} or {{tt|off}} is not specified, the status of this setting will be displayed.&lt;br /&gt;
* {{tt|Spells briefmsg &amp;lt;nowiki&amp;gt;[ON|OFF]&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
: This will enable or disable abbreviation of the casting messages for certain spells.&lt;br /&gt;
* {{tt|spells stance}}&lt;br /&gt;
: The {{tt|SPELLS}} {{tt|STANCE}} command allows you to have finer control over how your mana is applied to the three fundamental attributes of a spell you cast. However, if you cast at max mana spell stance no longer matters.&amp;lt;ref&amp;gt;Per [[Armifer]], Discord discussion - &amp;quot;think of Potency, Integrity, and Duration as three separate meters you fill up with mana.  The system is designed that max mana is filling up all three meters as high as they go.&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* Potency refers to the raw power of a spell&#039;s effect.&lt;br /&gt;
:* Duration refers to how long a spell lasts, where applicable.&lt;br /&gt;
:* Integrity refers to how well a spell can pierce magical defences and resist dispellation.&lt;br /&gt;
: A spell attribute percentage cannot be higher than 130% or lower than 70%.&lt;br /&gt;
: Spell stance only applies to extra mana cast over the minimum prep for the spell.&lt;br /&gt;
* {{tt|SPELLS STANCE &amp;lt;potency %&amp;gt; &amp;lt;duration %&amp;gt; &amp;lt;integrity %&amp;gt;}}&lt;br /&gt;
: Sets all three attributes to specified percentages.  Their total must not exceed 300.&lt;br /&gt;
: Example: SPELL STANCE 80 120 100&lt;br /&gt;
* {{tt|SPELLS STANCE (POTENCY &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; DURATION &amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt; INTEGRITY) %}} &lt;br /&gt;
: Sets one of the attributes to a specified percentage.&lt;br /&gt;
* {{tt|SPELLS STANCE POTENCY}}&lt;br /&gt;
: Sets 130% Potency, 85% Duration, 85% Integrity.&lt;br /&gt;
* {{tt|SPELLS STANCE DURATION}}&lt;br /&gt;
: Sets 130% Duration, 85% Potency, 85% Integrity. &lt;br /&gt;
* {{tt|SPELLS STANCE INTEGRITY}}&lt;br /&gt;
: Sets 130% Integrity, 85% Potency, 85% Duration.&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
{{tt|Spells Briefmsg}} by itself will display the status of {{tt|spells recognize}}, and possibly change it.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Commands,Magic commands,Magic}}&lt;br /&gt;
[[page type is::command| ]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Elder_Adan%27f_sorcerer&amp;diff=669340</id>
		<title>Elder Adan&#039;f sorcerer</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Elder_Adan%27f_sorcerer&amp;diff=669340"/>
		<updated>2025-06-24T13:39:40Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Mind Blast -&amp;gt; Mental Blast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Elder Adan&#039;f sorcerer&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|69 | Whistling Woods (69)}}&lt;br /&gt;
|simulevel=190&lt;br /&gt;
|levelvariancedown=2&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|naturallevel=190&lt;br /&gt;
|weaponlevel=190&lt;br /&gt;
|defenselevel=190&lt;br /&gt;
|level=190&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=1500&lt;br /&gt;
|MaxCap=1750&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=yes&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a large reddish-black scale&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|levelvariance=2&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced in [[Tuesday_Tidings#April_2020|Tuesday Tidings 9]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like all of the Adan&#039;f race, the sorcerer vaguely resembles a large lizard, complete with reddish-black scales and forked tongue.  Slitted golden eyes are set deeply into its narrow skull, over triple rows of gleaming pointed teeth.  A long, sinuous neck leads down to a slender, almost frail, body.  Its muscular tail is tipped with one gleaming, hook-shaped talon that&#039;s stained with gory remnants.  The sorcerer wears a long hooded cloak of deep black cloth, its surface lumpy with concealed items.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast many more spells than their [[Adan&#039;f shadow mage|younger mage]] counterparts and they&#039;re quite stealthy.&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
They are rumored to cast [[Ethereal Shield]], [[Psychic Shield]], [[Sure Footing]], [[Arc Light]], [[Tremor]], [[Mental Blast]], [[Tezirah&#039;s Veil]], [[Dinazen Olkar]], [[Gar Zeng]], [[Fire Ball]] and [[Burn]].&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* {{cloot|i|black cloak (1)|black cloak}}&lt;br /&gt;
* {{cloot|a|rusty chain hauberk}}&lt;br /&gt;
* {{cloot|w|glowing skull-tipped staff}}&lt;br /&gt;
: The staff cannot be picked up.&lt;br /&gt;
&lt;br /&gt;
Will occasionally drop a {{sloot|i|fetid antelope vellum}}, containing the [[Shadow Web]] spell.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*Spawn:     &#039;&#039;A shadow nearby swells, writhing tendrils of lightning intermixed with trails of flame.  An elder Adan&#039;f sorcerer emerges, unfazed by the elements.&lt;br /&gt;
*Entrance:  &#039;&#039;You notice an elder Adan&#039;f sorcerer trying to edge quietly past you.&lt;br /&gt;
*Entrance:  &#039;&#039;TBD&lt;br /&gt;
*Exit:      &#039;&#039;TBD&lt;br /&gt;
*Death:     &#039;&#039;The Adan&#039;f sorcerer sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&lt;br /&gt;
*Decay:     &#039;&#039;An elder Adan&#039;f sorcerer decays away.&lt;br /&gt;
*Other:     &#039;&#039;TBD&lt;br /&gt;
&lt;br /&gt;
{{cat|Adan&#039;f}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=668192</id>
		<title>Zombie stomper</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Zombie_stomper&amp;diff=668192"/>
		<updated>2025-06-18T11:10:26Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Removed enraged tusky info, not accurate since TT128&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|121|Boar Clan (121)}}&lt;br /&gt;
|simulevel=84&lt;br /&gt;
|naturallevel=84&lt;br /&gt;
|weaponlevel=88&lt;br /&gt;
|defenselevel=80&lt;br /&gt;
|level=84&lt;br /&gt;
|MinCap=460&lt;br /&gt;
|MaxCap=625&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Bits of rotting flesh drop off this large rotting biped.  The tattered remains of a once-colorful jersey hang from its torso, and flaps of leather hang from ancient boots on its massive feet.  The whole horrid mess is covered in a thick layer of mud.  A look of combined rage and puzzlement adorns what&#039;s left of its face.  Perhaps dinner is late?&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
===Loot and Equipment===&lt;br /&gt;
It is wearing the {{cloot|a|tatters of a mud-soaked togball uniform}}, some {{cloot|i|rotting leather boots}}.&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
===Recall===&lt;br /&gt;
Years ago, Boar Clan had a different [[togball]] field than the slick modern one used today.  Unfortunately, it was placed on top of an ancient graveyard, whose spirits did not appreciate the use to which their final resting place as a playground.  Details are shrouded in mystery, but the players became cursed to wander the field as undead.  The field itself fell into swampy disrepair.&lt;br /&gt;
&lt;br /&gt;
===Skill Notes===&lt;br /&gt;
Zombie Stompers are immune to Demrris&#039; Resolve (DMRS).&lt;br /&gt;
&lt;br /&gt;
Energy explodes from you, forming concentric rings of tangible sound of that sweep through the area like the fading ripples in a pond.&lt;br /&gt;
A zombie stomper is not bothered by the sound.&lt;br /&gt;
&lt;br /&gt;
====Pre 3.0====&lt;br /&gt;
At 550 shield, 543 evasion, and 483 MO I can&#039;t dance with four without dancing badger.&lt;br /&gt;
&lt;br /&gt;
====DR 3.0 Caps====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; &amp;lt;600 soft cap. Does not move off dabbbling. 688 hard cap&lt;br /&gt;
              - soft capped at 567. - 6 June 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039;  &amp;gt;729 w/snipe&lt;br /&gt;
&lt;br /&gt;
Weapons are not moving past dabbling at 555.&lt;br /&gt;
&lt;br /&gt;
Able to handle 4 easily with approximately 550 parry and 500 evasion after buffs with 80 reflex (87 with buffs).&lt;br /&gt;
&lt;br /&gt;
Hitting fine with approximately 400s in weapons with 78 agility (88 with buffs) and 520+ masteries.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=665103</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=665103"/>
		<updated>2025-05-09T14:02:42Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: remove discriminator details from username as discord doesn&amp;#039;t have those anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Official Server==&lt;br /&gt;
The official DragonRealms Discord server is currently open to anyone with an active account.  It opened to &#039;&#039;&#039;platinum&#039;&#039;&#039; subscribers on March 4th, 2021, and to &#039;&#039;&#039;premium&#039;&#039;&#039; subscribers the following day. The rollout for &#039;&#039;&#039;standard&#039;&#039;&#039; subscribers began on March 8th, 2021. The server became available to all users on March 24th, 2021.&lt;br /&gt;
&lt;br /&gt;
===Invite Link===&lt;br /&gt;
See the {{com|discord}} command in-game to get your invitation link.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Please read the in-game instructions &#039;&#039;&#039;completely&#039;&#039;&#039; before proceeding.&lt;br /&gt;
&lt;br /&gt;
The roles needed to access the rest of the server are not applied until &#039;&#039;&#039;AFTER&#039;&#039;&#039; you select if you want your display name to be based on your ACCOUNT name or CHARACTER name.  (&amp;lt;code&amp;gt;Please use DISCORD CHARACTER or DISCORD ACCOUNT to indicate your naming preference.&amp;lt;/code&amp;gt;)  This step is often missed.&lt;br /&gt;
&lt;br /&gt;
====Linking Limitations====&lt;br /&gt;
The in-game validation/handshake (via the {{tt|discord}} command) does not work correctly if your Discord username contains spaces.&lt;br /&gt;
* Visit your Discord settings. Change &amp;lt;code&amp;gt;Bob Smith&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;BobSmith&amp;lt;/code&amp;gt;.&lt;br /&gt;
* You can put the space back after the handshake process is complete, if you feel strongly about it.&lt;br /&gt;
* If you play in multiple DragonRealms instances: if you adjust your Discord username &#039;&#039;after&#039;&#039; validating, the other instances will not recognize you if you attempt to make adjustments (like changing from ACCOUNT to Character display).  You can accomplish this change in a different instance if you {{tt|DISCORD}} {{tt|RESET}} in that instance and re-validate (without spaces again).&lt;br /&gt;
&lt;br /&gt;
===In-Game Authorization===&lt;br /&gt;
If you would like to join the conversation, please use the {{tt|DISCORD}} command in-game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;READ ALL OF THE WORDS&#039;&#039;&#039; before you do the things!&lt;br /&gt;
&lt;br /&gt;
* You MUST start by clicking the invite link that this command displays. &#039;&#039;&#039;If you are not already present in the server when you complete the next steps, you will not be assigned your roles and will be unable to access the full server.&#039;&#039;&#039;&lt;br /&gt;
* After you click the link, you will be added to the DragonRealms server on Discord. There will be very few channels visible. Please read over them!&lt;br /&gt;
* Once you have read the Welcome message and the Server Rules, return to the game and complete the steps in the {{tt|DISCORD}} command to get your account set up and have roles added. &lt;br /&gt;
&lt;br /&gt;
NOTE: &#039;&#039;&#039;Your username is CASE SENSITIVE!&#039;&#039;&#039; If you make a mistake, you will not be assigned your roles correctly. You can {{tt|DISCORD}} {{tt|RESET}} to start over. If you reset, you will be kicked out of the server and will have to click the join link again.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the process in game, hop back over to Discord and say hello!&lt;br /&gt;
&lt;br /&gt;
==Unofficial Server==&lt;br /&gt;
The unofficial DragonRealms Discord is &#039;&#039;&#039;hosted, run, and moderated by players&#039;&#039;&#039;.  Simutronics Staff are in the Discord and may speak up at any time.  They are tagged with appropriate roles.  Do not give your private information or passwords to anyone in the chat for any reason.  Moderators and staff cannot be held accountable for your actions.&lt;br /&gt;
&lt;br /&gt;
See the Discord&#039;s &amp;lt;code&amp;gt;#rules&amp;lt;/code&amp;gt; channel for more information.&lt;br /&gt;
&lt;br /&gt;
=== Invite Link ===&lt;br /&gt;
;https://discordapp.com/invite/012CV9CNB6YximtAZ&lt;br /&gt;
&lt;br /&gt;
=== Resources in the Discord ===&lt;br /&gt;
;See the Discord &#039;&#039;#resources&#039;&#039; channel for links to these!&lt;br /&gt;
&lt;br /&gt;
==== Atabot ====&lt;br /&gt;
* A player-designed and run bot useful for performing quick wiki searches.&lt;br /&gt;
: Use &amp;lt;code&amp;gt;!help&amp;lt;/code&amp;gt; in the discord to see Atabot&#039;s functions.&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Discords ====&lt;br /&gt;
* Guild Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/qdJxvFA Astral Alliance], [https://discord.gg/m6VVMtj Elementary Education], [https://discord.gg/4KA37eB Empath Circle], [https://discord.gg/ckgXY4w DR Necromancer Chat], [https://discord.gg/zq3Y4YF DR Trading Outpost], [https://discord.gg/ckX3Yf7 Barbarian&#039;s Arena], [https://discord.gg/dC92jA4 Chapel of Bone], [https://discord.gg/pzU7s46 Imperishable Flames], [https://discord.gg/xGYmDDq Lunar Accord], [https://discord.gg/qZ7ysBC The Bards&#039; Corner], [https://discord.gg/R26bRFq The Third Way], [https://discord.gg/KENHrnEv Trailblazers], [https://discord.gg/FhBeWYU Wren&#039;s Nest]&lt;br /&gt;
&lt;br /&gt;
* Race Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/wr4D5z6 Sfek Vauns Arotru], [https://discord.gg/j2QmgcU Sraan S&#039;kra]&lt;br /&gt;
&lt;br /&gt;
* Crafting Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/F8Q8jCP Crafting Circle], [https://discord.gg/cnbyYTH Crafters Union]&lt;br /&gt;
&lt;br /&gt;
* Questing Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/r3rrvsT Double D&#039;s Quests ~N~ Stuff]&lt;br /&gt;
&lt;br /&gt;
* Roleplay &amp;amp; Community Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/fxBpsmQW7k Adventure Nexus]&lt;br /&gt;
&lt;br /&gt;
* Front End Discord Invites&lt;br /&gt;
: Options:  [https://discord.gg/MtmzE2w Genie4], [https://discord.gg/uxZWxuX Lich], [https://discord.gg/XqyCNEq Outlander]&lt;br /&gt;
&lt;br /&gt;
* Announcement Center for Discord Server Owners/Operators&lt;br /&gt;
: Options: The DragonRealms Towne Crier [https://discord.gg/r83uhx6W5S DRTC]&lt;br /&gt;
&lt;br /&gt;
==== Links to Other DragonRealms Resources ====&lt;br /&gt;
* Useful website urls for player tools, maps, and forums.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Work_order&amp;diff=663176</id>
		<title>Work order</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Work_order&amp;diff=663176"/>
		<updated>2025-03-31T11:59:41Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Gaining Work */ Added max items per work order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Work orders&#039;&#039;&#039; is the system of requesting work from a [[crafting]] hall [[:Category:Crafting Society Masters|master]], completion of which results in both pay and crafting [[prestige]], and [[Trading skill]] experience if you are a [[Trader]].&lt;br /&gt;
&lt;br /&gt;
==Gaining Work==&lt;br /&gt;
First you must obtain a crafting [[logbook]], which are sold inside Crafting Society buildings.  It will bond to you when you {{com|Rub}} it.  Each crafting society requires that you use a logbook specific to the crafting skill supported there; for example, in a Forging Society you must use a {{ilink|i|forging logbook}}, in the Outfitting Society you must use an [[logbook|outfitting logbook]], etc.&lt;br /&gt;
&lt;br /&gt;
*While holding the appropriate logbook, {{Com|ask}} &#039;&#039;&amp;lt;master&amp;gt;&#039;&#039; {{tt|for}} &#039;&#039;&amp;lt;{{tt|easy{{!}}challenging{{!}}hard}}&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;discipline&amp;gt;&#039;&#039; {{tt|work}}.&lt;br /&gt;
&lt;br /&gt;
You must do this while in front of the crafting master, the logbook must be appropriate for that Crafting Society&#039;s skill, and you must choose one of that skill&#039;s three disciplines.  See [[Crafting#Skills, Disciplines and Techniques|here]] for the list of skills and disciplines.&lt;br /&gt;
&lt;br /&gt;
{{tt|Easy}}, {{tt|Challenging}}, or {{tt|Hard}} will generate work orders of increasing difficulty, based on your skill.  If the work given is somehow problematic, another order can be requested, which replaces the first without penalty.&lt;br /&gt;
&lt;br /&gt;
The difficulty of the order you ask for also impacts the quality of the item you need to create, and the quantity that will be asked for:&lt;br /&gt;
* Easy: Requires items to be finely-crafted (&amp;gt;= 80), will only ever ask for a max of 4 items per workorder.&lt;br /&gt;
* Challenging: Requires items to be superior quality (&amp;gt;= 85), will only ever ask for a max of 5 items per workorder.&lt;br /&gt;
* Hard: Requires items to be exceptional quality (&amp;gt;=90), will only ever ask for a max of 6 items per workorder.&lt;br /&gt;
&lt;br /&gt;
The work order itself will consist of crafting a certain number of items within a certain time.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulty of work is set with regard to the requester&#039;s skill, not on an absolute basis. The system &#039;&#039;&#039;does not&#039;&#039;&#039; take into account what techniques the requestor knows when calculating relative difficulty, making some tasks easier or harder than they might be otherwise.  However, work orders prioritize items you have the techniques for.&lt;br /&gt;
&lt;br /&gt;
The table below lists the un-bonused crafting skill (ranks) at which a given difficulty level becomes available. Challenging work orders will be one tier below Hard, and Easy will be two tiers below Hard. For example:&lt;br /&gt;
&lt;br /&gt;
* Asking for a Hard work order with 150 skill will result in needing to fill the work order with Tier 5-Basic items&lt;br /&gt;
* Asking for a Challenging work order with 150 skill will result in needing to fill the work order with Tier 4-Simple items&lt;br /&gt;
* Asking for a Easy work order with 150 skill will result in needing to fill the work order with Tier 3-Easy items&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Hard Difficulty        !!Challenging Difficulty !!Easy Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|    0||01-Extremely Easy      ||01-Extremely Easy      ||01-Extremely Easy&lt;br /&gt;
|-&lt;br /&gt;
|   26||02-Very Easy           ||01-Extremely Easy      ||01-Extremely Easy&lt;br /&gt;
|-&lt;br /&gt;
|   51||03-Easy                ||02-Very Easy           ||01-Extremely Easy&lt;br /&gt;
|-&lt;br /&gt;
|   76||04-Simple              ||03-Easy                ||02-Very Easy&lt;br /&gt;
|-&lt;br /&gt;
|  126||05-Basic               ||04-Simple              ||03-Easy&lt;br /&gt;
|-&lt;br /&gt;
|  176||06-Somewhat Challenging||05-Basic               ||04-Simple&lt;br /&gt;
|-&lt;br /&gt;
|  276||07-Challenging         ||06-Somewhat Challenging||05-Basic&lt;br /&gt;
|-&lt;br /&gt;
|  401||08-Complicated         ||07-Challenging         ||06-Somewhat Challenging&lt;br /&gt;
|-&lt;br /&gt;
|  501||09-Intricate           ||08-Complicated         ||07-Challenging&lt;br /&gt;
|-&lt;br /&gt;
|  601||10-Difficult           ||09-Intricate           ||08-Complicated&lt;br /&gt;
|-&lt;br /&gt;
| 1001||11-Very Difficult      ||10-Difficult           ||09-Intricate&lt;br /&gt;
|-&lt;br /&gt;
| 1501||12-Extremely Difficult ||11-Very Difficult      ||10-Difficult&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Work order times elapse whether or not the crafter is in game.&lt;br /&gt;
&lt;br /&gt;
==Submitting Work==&lt;br /&gt;
While holding your logbook in one hand and the requested item in the other, {{com|bundle}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with logbook}}.  Note that for some especially large items, it might be necessary to first convert the completed item into a [[deed]] before bundling.&lt;br /&gt;
&lt;br /&gt;
You may {{com|untie}} items from the logbook after they have been bundled.&lt;br /&gt;
&lt;br /&gt;
Once the full order is bundled, {{com|give}} the logbook to any crafting society master appropriate to the skill, and payment will be given.&lt;br /&gt;
&lt;br /&gt;
==Pay==&lt;br /&gt;
The resulting pay from a work order is dependent on a number of factors:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Difficulty:&#039;&#039;&#039; The harder the order, the more that is paid out.&lt;br /&gt;
* &#039;&#039;&#039;Item:&#039;&#039;&#039; Some items are just worth more, usually because they require more material or add on pieces.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Using cheap materials will reduce the pay received, and more expensive ones will increase it.&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; While only exceptional quality is required, higher quality will result in higher pay.&lt;br /&gt;
* &#039;&#039;&#039;Charisma:&#039;&#039;&#039; Nicer people get paid more.&lt;br /&gt;
* &#039;&#039;&#039;Guild:&#039;&#039;&#039; [[Empaths]] and [[Bards]] receive a 5% bonus to WO payout, and [[Traders]] receive a 15% bonus.&lt;br /&gt;
* &#039;&#039;&#039;F2P:&#039;&#039;&#039; [[Free accounts]] do not earn money from work orders.&lt;br /&gt;
:When turning in a work order, F2P characters will see this messaging:&lt;br /&gt;
:&#039;&#039;You hand &amp;lt;society representative&amp;gt; your logbook and bundled items.  But your lack of standing in the Society prevents &amp;lt;society representative&amp;gt; from issuing a monetary reward for your service.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Prestige]]==&lt;br /&gt;
* &#039;&#039;&#039;Difficulty:&#039;&#039;&#039; Hard work orders earn more prestige than challenging, which earn more than easy. Harder templates also award more prestige.&lt;br /&gt;
* &#039;&#039;&#039;Number:&#039;&#039;&#039; Work orders with more items in them earn more prestige.&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Higher quality items earn more prestige and orders with every item being masterfully crafted earning an additional bonus.&lt;br /&gt;
* &#039;&#039;&#039;Maker Mark:&#039;&#039;&#039; Marking your goods with a [[maker mark]] will give a small prestige award.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
* Use materials with high workabilities to complete orders that are hard for you.&lt;br /&gt;
* High quality (fluxed) materials will bonus your skill to making an item.&lt;br /&gt;
* High quality tools will also give you a bonus.&lt;br /&gt;
* You can ask for a new work order repeatedly until you are given an item that you can successfully complete.&lt;br /&gt;
:The work orders you get are biased, but not exclusive, toward the techniques you know.&lt;br /&gt;
* If you change your mind and would like a different work order, {{com|untie}} any and all items from your logbook and ask for a new workorder.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Prestige]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Juvenile_wyvern&amp;diff=661070</id>
		<title>Juvenile wyvern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Juvenile_wyvern&amp;diff=661070"/>
		<updated>2025-02-28T16:06:38Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Info */ success chances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Juvenile Wyvern&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=143&lt;br /&gt;
|naturallevel=143&lt;br /&gt;
|weaponlevel=143&lt;br /&gt;
|defenselevel=143&lt;br /&gt;
|level=143&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=700&lt;br /&gt;
|MaxCap=1100&lt;br /&gt;
|BodyType2=creatural&lt;br /&gt;
|BodySize=very large&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a wyvern claw&lt;br /&gt;
|Skin Weight=4&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=800&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Standing upon two muscular hind legs at nearly half the height of a fully mature wyvern, the juvenile wyvern soaks in its surroundings with keen intelligence coupled with the feral hunger and unbridled strength the wyverns have been renowned to possess. Instead of arms, two large black wings rest atop the muscular shoulders of the juvenile wyvern, unable to yet support its weight during any extended flight. Its muscular body is covered in a thick armor of rippling scales, the jagged scars of past battles crisscrossing along its back and flanks. Rows of razor-sharp spikes follow the ridges of its neck and back to end at the tip of its broad tail, which is barbed and dripping with venom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Hatching from eggs, wyverns take a fairly long time to mature, and are usually born in clutches of eighteen to twenty eggs that can weigh nearly a hundred pounds each. Juvenile wyverns cannot yet fly but are independant of their parents.&lt;br /&gt;
&lt;br /&gt;
Though somewhat weaker than an adult wyvern, juvenile wyverns have a potent sting that can cripple an unprepared adventurer, and can also breathe a small amount of fire.&lt;br /&gt;
&lt;br /&gt;
It is well known that wyverns will eat anything that moves, including unlucky adventurers. Thus, their stomachs are often a treasure trove of coins and gems.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Depth===&lt;br /&gt;
Will take bites out of corpses upon death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Naphtha Breath and Poisoned Tails (will light body parts on fire)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
Coins and Gems.&lt;br /&gt;
&lt;br /&gt;
===Info===&lt;br /&gt;
Dissect begins to train at 720 ranks.&lt;br /&gt;
Dissect trains First Aid around 975 ranks.&lt;br /&gt;
&lt;br /&gt;
~75% dissect success at 960 ranks&lt;br /&gt;
&lt;br /&gt;
~90% success at 1000 ranks&lt;br /&gt;
&lt;br /&gt;
100% success at 1065 ranks&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Trader/Spell_Tree&amp;diff=660683</id>
		<title>Trader/Spell Tree</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Trader/Spell_Tree&amp;diff=660683"/>
		<updated>2025-02-19T23:27:51Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: fix membrach&amp;#039;s greed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:Trader Spell Tree Colored by Magic skill.png|frameless|upright=4&lt;br /&gt;
rect 20 80 180 120 [[Fluoresce]]&lt;br /&gt;
rect 620 80 780 120 [[Avren Aevareae]]&lt;br /&gt;
rect 820 200 980 240 [[Bespoke Regalia]]&lt;br /&gt;
rect 20 260 180 300 [[Trabe Chalice]]&lt;br /&gt;
rect 220 260 380 300 [[Crystal Dart]]&lt;br /&gt;
rect 620 260 780 300 [[Arbiter&#039; Stylus]]&lt;br /&gt;
rect 1020 260 1180 300 [[Starcrash]]&lt;br /&gt;
rect 1220 260 1380 300 [[Enrichment]]&lt;br /&gt;
rect 820 320 980 360 [[Avtalia Array]]&lt;br /&gt;
rect 1020 320 1180 360 [[Stellar Collector]]&lt;br /&gt;
rect 220 320 380 360 [[Iridius Rod]]&lt;br /&gt;
rect 220 420 380 460 [[Finesse]]&lt;br /&gt;
rect 220 480 380 520 [[Membrach&#039;s Greed]]&lt;br /&gt;
rect 220 540 380 580 [[Last Gift of Vithwok IV]]&lt;br /&gt;
rect 220 600 380 640 [[Turmar Illumination]]&lt;br /&gt;
rect 420 420 580 460 [[Nonchalance]]&lt;br /&gt;
rect 20 510 180 550 [[Noumena]]&lt;br /&gt;
rect 620 540 780 580 [[Platinum Hands of Kertigen]]&lt;br /&gt;
rect 820 480 980 520 [[Resumption]]&lt;br /&gt;
rect 1020 80 1180 120 [[Mask of the Moons]]&lt;br /&gt;
rect 620 200 780 240 [[Regalia]]&lt;br /&gt;
rect 220 80 380 120 [[Blur]]&lt;br /&gt;
rect 1420 80 1580 120 [[Elision]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dragon_Priest&amp;diff=659930</id>
		<title>Dragon Priest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dragon_Priest&amp;diff=659930"/>
		<updated>2025-01-31T20:41:42Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Dragon Priest Creatures in the Bestiary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
Dragon Priest is both a Creature and a historical cult of World Dragon worshippers with a very long and storied past and present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Historical Dragon Priest Empire===&lt;br /&gt;
*[[Dragon Priest (Cult)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dragon Priest Creatures in the Bestiary===&lt;br /&gt;
*[[Dragon Priest (Creature)]]&lt;br /&gt;
*[[Dragon Priestess]]&lt;br /&gt;
*[[Dragon Priest Assassin]]&lt;br /&gt;
*[[Dragon Priest Crone]]; [[Blue-green Pivuh]]s protect them&lt;br /&gt;
*[[Dragon Priest Fanatic]]&lt;br /&gt;
*[[Dragon Priest Imperial Warden]]&lt;br /&gt;
*[[Dragon Priest Intercessor]]&lt;br /&gt;
*[[Vicious Dragon Priest intercessor]]&lt;br /&gt;
*[[Dragon Priest Juggernaut]]&lt;br /&gt;
*[[Dragon Priest Purifier]]&lt;br /&gt;
*[[Dragon Priest Sentinel]]; they ride [[Armored Shalswar]]s&lt;br /&gt;
*[[Dragon Priest Zealot]]&lt;br /&gt;
*[[Robed Dragon Priest(ess)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragon Priests]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Juvenile_wyvern&amp;diff=659890</id>
		<title>Juvenile wyvern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Juvenile_wyvern&amp;diff=659890"/>
		<updated>2025-01-31T15:28:08Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Juvenile Wyvern&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=143&lt;br /&gt;
|naturallevel=143&lt;br /&gt;
|weaponlevel=143&lt;br /&gt;
|defenselevel=143&lt;br /&gt;
|level=143&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=700&lt;br /&gt;
|MaxCap=1100&lt;br /&gt;
|BodyType2=creatural&lt;br /&gt;
|BodySize=very large&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a wyvern claw&lt;br /&gt;
|Skin Weight=4&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=800&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Standing upon two muscular hind legs at nearly half the height of a fully mature wyvern, the juvenile wyvern soaks in its surroundings with keen intelligence coupled with the feral hunger and unbridled strength the wyverns have been renowned to possess. Instead of arms, two large black wings rest atop the muscular shoulders of the juvenile wyvern, unable to yet support its weight during any extended flight. Its muscular body is covered in a thick armor of rippling scales, the jagged scars of past battles crisscrossing along its back and flanks. Rows of razor-sharp spikes follow the ridges of its neck and back to end at the tip of its broad tail, which is barbed and dripping with venom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Hatching from eggs, wyverns take a fairly long time to mature, and are usually born in clutches of eighteen to twenty eggs that can weigh nearly a hundred pounds each. Juvenile wyverns cannot yet fly but are independant of their parents.&lt;br /&gt;
&lt;br /&gt;
Though somewhat weaker than an adult wyvern, juvenile wyverns have a potent sting that can cripple an unprepared adventurer, and can also breathe a small amount of fire.&lt;br /&gt;
&lt;br /&gt;
It is well known that wyverns will eat anything that moves, including unlucky adventurers. Thus, their stomachs are often a treasure trove of coins and gems.&lt;br /&gt;
&lt;br /&gt;
They are not known to cast any recognized spells.&lt;br /&gt;
They are not known to carry loot in locked boxes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In Depth===&lt;br /&gt;
Will take bites out of corpses upon death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Naphtha Breath and Poisoned Tails (will light body parts on fire)&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
Coins and Gems.&lt;br /&gt;
&lt;br /&gt;
===Info===&lt;br /&gt;
Dissect begins to train at 720 ranks.&lt;br /&gt;
Dissect trains First Aid around 975 ranks.&lt;br /&gt;
~75% dissect success at 960 ranks&lt;br /&gt;
~90% success at 1000 ranks&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_257_-_Bear_with_us...._-_01/21/2025_-_10:49&amp;diff=659465</id>
		<title>Post:Tuesday Tidings 257 - Bear with us.... - 01/21/2025 - 10:49</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_257_-_Bear_with_us...._-_01/21/2025_-_10:49&amp;diff=659465"/>
		<updated>2025-01-21T21:39:59Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Created page with &amp;quot;{{Post |a=DR-Ulerith |t=Tuesday Tidings #257 - Bear with us.... |d=01/21/2025 10:49 |n=2126 |f=Discussions with DragonRealms Staff and Players / Game Master and Official Announcements |c=d |p=Today&amp;#039;s Tuesday Tidings (#257!) This week, we are adding some rooms to the giant bear hunting near rock trolls. Two rooms of premium and four of standard hunting have been added. Enjoy!  Mucho thanks to Paklin for QCs!    SGM Ulerith Creature Goddess and general dogsboddy |sub=Tuesd...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-Ulerith&lt;br /&gt;
|t=Tuesday Tidings #257 - Bear with us....&lt;br /&gt;
|d=01/21/2025 10:49&lt;br /&gt;
|n=2126&lt;br /&gt;
|f=Discussions with DragonRealms Staff and Players / Game Master and Official Announcements&lt;br /&gt;
|c=d&lt;br /&gt;
|p=Today&#039;s Tuesday Tidings (#257!) This week, we are adding some rooms to the giant bear hunting near rock trolls. Two rooms of premium and four of standard hunting have been added. Enjoy!&lt;br /&gt;
&lt;br /&gt;
Mucho thanks to Paklin for QCs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SGM Ulerith&lt;br /&gt;
Creature Goddess and general dogsboddy&lt;br /&gt;
|sub=Tuesday Tidings&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_-_256_-_Abandoned_Home_Nag_-_01/14/2025_-_18:00&amp;diff=659464</id>
		<title>Post:Tuesday Tidings - 256 - Abandoned Home Nag - 01/14/2025 - 18:00</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_-_256_-_Abandoned_Home_Nag_-_01/14/2025_-_18:00&amp;diff=659464"/>
		<updated>2025-01-21T21:39:41Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Revert - wrong edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-PAKLIN&lt;br /&gt;
|t=Tuesday Tidings - 256 - Abandoned Home Nag&lt;br /&gt;
|d=01/14/2025 18:00&lt;br /&gt;
|n=2124&lt;br /&gt;
|f=Discussions with DragonRealms Staff and Players / Game Master and Official Announcements&lt;br /&gt;
|c=d&lt;br /&gt;
|p=Happy [[Tuesday Tidings|Tuesday]]!&lt;br /&gt;
&lt;br /&gt;
This week, we&#039;ve tackled something that we hope will improve part of the [[housing]] demand in the game. As part of their normal behavior, homes &amp;quot;check in&amp;quot; roughly every 30 days to ensure the account owner is still Premium and to handle the unhousing processes if not. We&#039;ve tied into these mechanics to start tracking homes that haven&#039;t been visited in the past year (365 days) by their owning character.&lt;br /&gt;
&lt;br /&gt;
If such a home is found, it now gets tracked and an attempt will be made to notify the account owner once per day that they have a home attached to their account that isn&#039;t being visited/used. These reminders can be stopped by simply visiting the home with the owning character! Alternatively, it also provides messaging about giving up the home either via the transfer or deed process with references to the relevant HOME HELP information. Because it can never be stressed enough, READ the HOME HELP documentation carefully for deeds -- deeds expire, and you can lose your stuff!&lt;br /&gt;
&lt;br /&gt;
A lot of homes have been claimed all over the game and forgotten about. They aren&#039;t being used for storage or anything at all -- some still have the original furniture and nothing else! If even a fraction of these were given up for people actually wanting a home to use, it would be a huge shift. Without the tracking this project provides, however, we don&#039;t have good numbers on just how many of these homes are out there. This helps us, and hopefully will help the housing market in game as well over time! We&#039;ll still add more housing in the future, don&#039;t fret there!&lt;br /&gt;
&lt;br /&gt;
This is live everywhere. We&#039;ll be poking some homes to check in early today just to make sure the process is working, so you may see a message! If you notice anything quirky, please let us know!&lt;br /&gt;
&lt;br /&gt;
Huge thanks to [[Zadraes]] for the idea and the QC!&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
&lt;br /&gt;
BrewMaster [[Paklin]]&lt;br /&gt;
|sub=Tuesday Tidings, Homes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_-_256_-_Abandoned_Home_Nag_-_01/14/2025_-_18:00&amp;diff=659463</id>
		<title>Post:Tuesday Tidings - 256 - Abandoned Home Nag - 01/14/2025 - 18:00</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Tuesday_Tidings_-_256_-_Abandoned_Home_Nag_-_01/14/2025_-_18:00&amp;diff=659463"/>
		<updated>2025-01-21T21:37:36Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-Ulerith&lt;br /&gt;
|t=Tuesday Tidings #257 - Bear with us....&lt;br /&gt;
|d=01/21/2025 10:49&lt;br /&gt;
|n=2126&lt;br /&gt;
|f=Discussions with DragonRealms Staff and Players / Game Master and Official Announcements&lt;br /&gt;
|c=d&lt;br /&gt;
|p=Today&#039;s Tuesday Tidings (#257!) This week, we are adding some rooms to the giant bear hunting near rock trolls. Two rooms of premium and four of standard hunting have been added. Enjoy!&lt;br /&gt;
&lt;br /&gt;
Mucho thanks to Paklin for QCs!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SGM Ulerith&lt;br /&gt;
Creature Goddess and general dogsboddy&lt;br /&gt;
|sub=Tuesday Tidings&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tuesday_Tidings&amp;diff=659462</id>
		<title>Tuesday Tidings</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tuesday_Tidings&amp;diff=659462"/>
		<updated>2025-01-21T21:34:54Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Further link fixing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
A voluntary development strike team composed of [[:Category:GameMasters|GameMasters]] [[Zadraes]], [[Koror]], [[Ulerith]], [[Cordulia]], and [[Haros]].  Their goal is to push out regular small updates each week, usually on Tuesdays.&lt;br /&gt;
&lt;br /&gt;
GM [[Tullie]] was an founding member of this team, but has stepped back to focus on some other awesome projects for a while. &lt;br /&gt;
&lt;br /&gt;
{{TuesdayTidingsNav}}&lt;br /&gt;
==Subpages==&lt;br /&gt;
* [[Tuesday Tidings/2020|Tuesday Tidings (2020)]]: #1 - #45&lt;br /&gt;
* [[Tuesday Tidings/2021|Tuesday Tidings (2021)]]: #46 - #97&lt;br /&gt;
* [[Tuesday Tidings/2022|Tuesday Tidings (2022)]]: #98 - #149&lt;br /&gt;
* [[Tuesday Tidings/2023|Tuesday Tidings (2023)]]: #150 - #201&lt;br /&gt;
* [[Tuesday Tidings/2024|Tuesday Tidings (2024)]]: #202 - #254&lt;br /&gt;
&lt;br /&gt;
==2025==&lt;br /&gt;
===January 2025===&lt;br /&gt;
* Tuesday Tidings 255: Release of an [[Outfitting Society (Aesry Surlaenis&#039;a)|Outfitting Society]] on [[Aesry]]. &amp;lt;ref&amp;gt;[[Post:Tuesday Tidings - 255 - Aesry Outfitting - 01/07/2025 - 20:16]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Tuesday Tidings 256: Update to home status tracking logic to give people a reminder nudge if there are [[homes|player houses]] on their account that have not been visited in the last 365 days.&amp;lt;ref&amp;gt;[[Post:Tuesday Tidings - 256 - Abandoned Home Nag - 01/14/2025 - 18:00]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Tuesday Tidings 257: More giant bear hunting space near rock trolls!&amp;lt;ref&amp;gt;[[Post:Tuesday Tidings 257 - Bear with us.... - 01/21/2025 - 10:49]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tuesday_Tidings&amp;diff=659461</id>
		<title>Tuesday Tidings</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tuesday_Tidings&amp;diff=659461"/>
		<updated>2025-01-21T21:29:45Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Fix TT257 link due to hash sybol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
A voluntary development strike team composed of [[:Category:GameMasters|GameMasters]] [[Zadraes]], [[Koror]], [[Ulerith]], [[Cordulia]], and [[Haros]].  Their goal is to push out regular small updates each week, usually on Tuesdays.&lt;br /&gt;
&lt;br /&gt;
GM [[Tullie]] was an founding member of this team, but has stepped back to focus on some other awesome projects for a while. &lt;br /&gt;
&lt;br /&gt;
{{TuesdayTidingsNav}}&lt;br /&gt;
==Subpages==&lt;br /&gt;
* [[Tuesday Tidings/2020|Tuesday Tidings (2020)]]: #1 - #45&lt;br /&gt;
* [[Tuesday Tidings/2021|Tuesday Tidings (2021)]]: #46 - #97&lt;br /&gt;
* [[Tuesday Tidings/2022|Tuesday Tidings (2022)]]: #98 - #149&lt;br /&gt;
* [[Tuesday Tidings/2023|Tuesday Tidings (2023)]]: #150 - #201&lt;br /&gt;
* [[Tuesday Tidings/2024|Tuesday Tidings (2024)]]: #202 - #254&lt;br /&gt;
&lt;br /&gt;
==2025==&lt;br /&gt;
===January 2025===&lt;br /&gt;
* Tuesday Tidings 255: Release of an [[Outfitting Society (Aesry Surlaenis&#039;a)|Outfitting Society]] on [[Aesry]]. &amp;lt;ref&amp;gt;[[Post:Tuesday Tidings - 255 - Aesry Outfitting - 01/07/2025 - 20:16]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Tuesday Tidings 256: Update to home status tracking logic to give people a reminder nudge if there are [[homes|player houses]] on their account that have not been visited in the last 365 days.&amp;lt;ref&amp;gt;[[Post:Tuesday Tidings - 256 - Abandoned Home Nag - 01/14/2025 - 18:00]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Tuesday Tidings 257: More giant bear hunting space near rock trolls!&amp;lt;ref&amp;gt;[[Post:Tuesday Tidings 257 - Bear with us.... on 01/21/2025 - 10:49]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
</feed>