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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GRIM45</id>
	<title>Elanthipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GRIM45"/>
	<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/Special:Contributions/GRIM45"/>
	<updated>2026-10-18T03:48:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Chronoscape&amp;diff=696052</id>
		<title>Chronoscape</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Chronoscape&amp;diff=696052"/>
		<updated>2026-10-17T22:36:44Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: New Page for the MT Aesthen&amp;#039;s Close event - describes the space it&amp;#039;s held in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Chronoscape&#039;&#039;&#039; is the primary puzzle and activity area utilized during the &#039;&#039;&#039;[[:Category:Aesthene&#039;s Close|Aesthene&#039;s Close]]&#039;&#039;&#039; [[Microtransactions|microtransaction]] events. It is an extra-dimensional space intrinsically linked to the legendary alchemist and mystical mischief-maker, [[Aesthene]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Chronoscape is a realm where the normal flow of time is distorted. Adventurers are beckoned by Aesthene and his apprentice Timekeepers to enter this realm to solve puzzles, manipulate temporal devices, and earn &#039;&#039;&#039;Chronocoins&#039;&#039;&#039; (the event&#039;s unique currency), which can be redeemed for prizes.&lt;br /&gt;
&lt;br /&gt;
== How to Access ==&lt;br /&gt;
To enter the Chronoscape during an active Aesthene&#039;s Close event:&lt;br /&gt;
&lt;br /&gt;
# Locate an &#039;&#039;&#039;apprentice Timekeeper&#039;&#039;&#039; in one of the standard designated event portal locations.&lt;br /&gt;
# &amp;lt;code&amp;gt;REDEEM&amp;lt;/code&amp;gt; a &#039;&#039;&#039;time slip&#039;&#039;&#039; (the event pass purchased via SimuCoins).&lt;br /&gt;
# &amp;lt;code&amp;gt;ASK TIMEKEEPER ABOUT ACCESS&amp;lt;/code&amp;gt; to be transported directly into the Chronoscape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Players looking to simply shop can instead &amp;lt;code&amp;gt;ASK TIMEKEEPER ABOUT TREASURE&amp;lt;/code&amp;gt; to be taken directly to the prize vault.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=695966</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=695966"/>
		<updated>2026-10-12T20:07:23Z</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·IG Tweets·EACCESS.PLAY.NET Portal Status [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=Mining&amp;diff=695910</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mining&amp;diff=695910"/>
		<updated>2026-10-08T01:31:33Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Locations */ Break up locations by province&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;mining&#039;&#039;&#039; system is used to produce stone for [[carving discipline|stonecarving]] and metals for [[blacksmithing]], [[weaponsmithing]], and [[armorsmithing]].&lt;br /&gt;
&lt;br /&gt;
Eventually, gems will also be minable.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap10|Abandoned Mine]]||[[Stone Clan]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap124|Abandoned Tunnel]]||[[Hibarnhvidar]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap151|Beneath Fang&#039;s Peak]]||[[Fang Cove]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap42a|Breech Tunnels]]||[[Therenborough]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap91a|Cavern of Glass]]||[[Ratha]]||Primarily Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap32a|Dark Tunnels]]||[[Riverhaven]]||Sedimentary and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap109b|Forlorn Hope]]||[[M&#039;riss]]|| &lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap62|Frozen Heavens]]||[[Ilithi#Obsidian_Pass|Obsidian Pass]] || Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap9c|High Mountains]]||[[Sunfall Hub]]||Primarily Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap69a|Ice Caves]]||[[Shard]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap114a|Kradhren Caverns‎]]||[[Ain Ghazal]]||Primarily Sedimentary&amp;lt;br/&amp;gt;Some Igneous and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap98a|Sea Caves]]||[[Aesry]]||Primarily Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap150|Talas Sagamat]]||[[Fang Cove]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap13|Wicked Burrow Mine]]||[[Dirge]]||Primarily Sedimentary&amp;lt;br/&amp;gt;Some Igneous and Metamorphic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zoluren===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap10|Abandoned Mine]]||[[Stone Clan]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap9c|High Mountains]]||[[Sunfall Hub]]||Primarily Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap13|Wicked Burrow Mine]]||[[Dirge]]||Primarily Sedimentary&amp;lt;br/&amp;gt;Some Igneous and Metamorphic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Therengia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap42a|Breech Tunnels]]||[[Therenborough]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap32a|Dark Tunnels]]||[[Riverhaven]]||Sedimentary and Metamorphic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ilithi===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap151|Beneath Fang&#039;s Peak]]||[[Fang Cove]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap62|Frozen Heavens]]||[[Ilithi#Obsidian_Pass|Obsidian Pass]] || Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap69a|Ice Caves]]||[[Shard]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap150|Talas Sagamat]]||[[Fang Cove]]||Primarily Igneous&amp;lt;br/&amp;gt;Some Sedimentary and Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Qi&#039;Reshalia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap91a|Cavern of Glass]]||[[Ratha]]||Primarily Metamorphic&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap109b|Forlorn Hope]]||[[M&#039;riss]]|| &lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap98a|Sea Caves]]||[[Aesry]]||Primarily Metamorphic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Forfedhdar===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mine !! Location !! Rock Types&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap124|Abandoned Tunnel]]||[[Hibarnhvidar]]||Primarily Metamorphic&amp;lt;br/&amp;gt;Some Igneous and Sedimentary&lt;br /&gt;
|-&lt;br /&gt;
| [[RanikMap114a|Kradhren Caverns‎]]||[[Ain Ghazal]]||Primarily Sedimentary&amp;lt;br/&amp;gt;Some Igneous and Metamorphic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also: See [[:Category:Mines]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[Shovel]]s: These tools remove less material than pickaxes per swing, but are less likely to waste materials.&lt;br /&gt;
* [[Pickaxe]]s: Faster to dig out an area than shovels, they also are more wasteful.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Prospecting===&lt;br /&gt;
The first step to mining is to find an appropriate area and {{com|prospect}} to determine what materials can be found there.&lt;br /&gt;
&lt;br /&gt;
{{com|prospect}}ing will also allow seeing how much material is left to be mined in a given room.&lt;br /&gt;
&lt;br /&gt;
From most to least, the remaining amount is&lt;br /&gt;
# enormous quantity remains to be found&lt;br /&gt;
# substantial quantity remains to be found.&lt;br /&gt;
# good quantity remains to be found.&lt;br /&gt;
# decent quantity remains to be found.&lt;br /&gt;
# small quantity remains to be found.&lt;br /&gt;
# scattering of resources remains to be found.&lt;br /&gt;
&lt;br /&gt;
{{tt|prospect danger}} will allow an attempt to make a dangerous situation safer in any single room.&lt;br /&gt;
&lt;br /&gt;
{{tt|prospect careful}} will allow an attempt to locate more material.&lt;br /&gt;
&lt;br /&gt;
The materials that can be found are entirely dependent on the geology of the area. The likelihood of finding a particular material depends on whether it is considered common, uncommon, rare, or very rare, and skill does not play a part.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Formation Type !! colspan=&amp;quot;9&amp;quot; | Common Metal !! colspan=&amp;quot;7&amp;quot; | Rare Metal !! colspan=&amp;quot;5&amp;quot; | Very Rare Metal !! colspan=&amp;quot;5&amp;quot; | Quest-Only&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper|Copper]] || [[Covellite|Covellite]] || [[Iron|Iron]] || [[Lead|Lead]] || [[Nickel|Nickel]] || [[Oravir|Oravir]] || [[Silver|Silver]] || [[Tin|Tin]] || [[Zinc|Zinc]] || [[Darkstone_(metal)|Darkstone]] || [[Electrum|Electrum]] || [[Yellow_gold|Gold]] || [[Lumium|Lumium]] || [[Muracite|Muracite]] || [[Niniam|Niniam]] || [[Platinum_(metal)|Platinum]] || [[Animite|Animite]] || [[Damite|Damite]] || [[Glaes|Glaes]] || [[Haralun|Haralun]] || [[Kertig|Kertig]] || [[Quelium|Quelium]] || [[Audrualm|Audrualm]] || [[Acenite|Acenite]] || [[Selatila|Selatila]] || [[Atheldalm|Atheldalm]]&lt;br /&gt;
|-[[&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Alluvial|| x || ||  || || x || x || x ||  || x || || || x || x || || || || || || || || || x || x || x || x || x &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Igneous || x || x || x || x || x || || x || x || || || x || x  || x || x || x || x || || x || x || x || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Metamorphic || x || x || x || || x || x || x || x || x || x || || || x || x || || x || || x || || x || x || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sedimentary || x || || x || || x || x || x || x || x || || || x || || || x || x || x || x || || x || x || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
*note: Alluvial found on [[Taisidon]]&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Formation Type !! colspan=&amp;quot;20&amp;quot; | Common Stone&lt;br /&gt;
|- &lt;br /&gt;
| [[Alabaster|Alabaster]]  ||  [[Andesite|Andesite]]  ||  [[Basalt|Basalt]]  ||  [[Breccia|Breccia]]  ||  [[Dolomite|Dolomite]]  ||  [[Gabbro|Gabbro]]  ||  [[Granite|Granite]]  ||  [[Jade|Jade]]  ||  [[Limestone|Limestone]]  ||  [[Marble|Marble]]  ||  [[Obsidian|Obsidian]]  ||  [[Onyx|Onyx]]  ||  [[Pumice|Pumice]]  ||  [[Quartzite|Quartzite]]  ||  [[Sandstone|Sandstone]]  ||  [[Schist|Schist]]  ||  [[Serpentine|Serpentine]]  ||  [[Soapstone|Soapstone]]  ||  [[Travertine|Travertine]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Alluvial || ||  ||  || x || x ||  ||  || || || ||  || ||  || x || x || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Igneous || || x || x || || || x || x || || || || x || || x || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Metamorphic || x || || || || || || || x || || x || || x || || x || || x || || || x &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sedimentary || || || || x || x || || || || x || || || || || || x || || x || x || &lt;br /&gt;
|}&lt;br /&gt;
See [[Crafting Materials]] for more details.&lt;br /&gt;
*note: Alluvial found on [[Taisidon]]&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
Once the desired area is selected, holding either a pickaxe or shovel in either hand (other hand must be empty), simply proceed to {{com|mine}}.&lt;br /&gt;
&lt;br /&gt;
When first mining, only raw stone is produced, until a vein of metal is hit.&lt;br /&gt;
&lt;br /&gt;
===Metal Sizes===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Size!!Volume&lt;br /&gt;
|-&lt;br /&gt;
|tiny||1&lt;br /&gt;
|-&lt;br /&gt;
|small||2&lt;br /&gt;
|-&lt;br /&gt;
|medium||3&lt;br /&gt;
|-&lt;br /&gt;
|large||4&lt;br /&gt;
|-&lt;br /&gt;
|huge||5&lt;br /&gt;
|-&lt;br /&gt;
|massive||10&lt;br /&gt;
|-&lt;br /&gt;
|enormous||20&lt;br /&gt;
|-&lt;br /&gt;
|gargantuan||75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stone sizes===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Size||Volume*&lt;br /&gt;
|-&lt;br /&gt;
|Pebble||1&lt;br /&gt;
|-&lt;br /&gt;
|Stone||2&lt;br /&gt;
|-&lt;br /&gt;
|Small Rock||3&lt;br /&gt;
|-&lt;br /&gt;
|Large Rock||4&lt;br /&gt;
|-&lt;br /&gt;
|Boulder||5&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
====Rare Materials====&lt;br /&gt;
There is always a small chance of rare materials being found in the course of mining out a vein of common metals. They will not be visible via {{tt|prospect}}, and are only found by chance. This is more likely to occur the closer the area is to being tapped out.&lt;br /&gt;
&lt;br /&gt;
Very rarely, an area may have a full blown vein of rare materials, which can be seen via {{tt|prospect}}.&lt;br /&gt;
&lt;br /&gt;
This random rare mineral drop chance only exists for paid accounts.  Several sources have confirmed that F2P accounts may find and mine rare veins, however.&lt;br /&gt;
&lt;br /&gt;
===Material Storage===&lt;br /&gt;
Once a material is found that is worth keeping, either pick it up by hand, or {{com|push}} it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the mining location, deed packets purchasable from either crafting society allows deeding of materials by {{com|push}}ing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.&lt;br /&gt;
&lt;br /&gt;
Attendants charge 10% of the material&#039;s appraised value, while deeds from a packet cost a flat 1 silver lirum per deed.  For more valuable materials, it&#039;s cheaper to use a packet even if attendants are available.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.&lt;br /&gt;
&lt;br /&gt;
The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all mineable materials in the area.&lt;br /&gt;
&lt;br /&gt;
===Gas===&lt;br /&gt;
&#039;&#039;&#039;Warning signs:&#039;&#039;&#039;&lt;br /&gt;
: A bitter smell seeps into the air.&lt;br /&gt;
: Studying the geology, you are certain that continued mining will be somewhat dangerous because the hiss of foul smelling gas could choke and stifle you.&lt;br /&gt;
&lt;br /&gt;
* Your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; punctures a thin veneer of stone and releases a plume of corrosive gas.  You manage to avoid getting any of it in your lungs, but the underlying material appears unsalvageable.&lt;br /&gt;
:: Empties room of all remaining materials&lt;br /&gt;
* Sweet smelling air fills your nostrils following the swing of your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;.  As you reflect on the pleasant nature of the smell, blackness consumes your vision and your mind goes blank.&lt;br /&gt;
:: Unconsciousness for a period of time.&lt;br /&gt;
* Fetid warmth washes over you after your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; releases gas trapped beneath some stone.  The stench seems to pervade your senses, leaving you with a lingering nausea.&lt;br /&gt;
:: Penalizes the ?quality?/?quantity? of materials mined for a period of time.&lt;br /&gt;
* A sharp hiss follows the blow from your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;.  Your nostrils detect nothing, but moments later you feel your muscles seize up in response.  Vertigo sweeps over you and then passes, leaving you somewhat out of sorts.&lt;br /&gt;
:: Does nerve damage.&lt;br /&gt;
* Your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; crashes into stone and punches through with surprisingly little resistance.  Stumbling forward, you inhale a lungful of caustic fumes, burning and searing your throat in the process.  The gas seems to shoot through your veins, instantly wracking your entire body with pain.  Every muscle in your chest clenches at once and you collapse to the ground!&lt;br /&gt;
:: Can kill you.&lt;br /&gt;
&lt;br /&gt;
===Explosion===&lt;br /&gt;
&#039;&#039;&#039;Warning signs:&#039;&#039;&#039;&lt;br /&gt;
: The ground rumbles ominously.&lt;br /&gt;
: Studying the geology, you are certain that continued mining will be rather dangerous because the ground rumblings signal a pending explosion.&lt;br /&gt;
&lt;br /&gt;
* The stone erupts under your blow!  Large rock fragments slam into your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;, leaving it gouged and bent.&lt;br /&gt;
:: Damages the mining tool.&lt;br /&gt;
* You swing your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; towards a promising bit of stone and are rewarded with a detonation of rocky fragments!  Shards of earth rip into you, leaving bloody gashes and quickly deepening bruises, while the force of the impact knocks you clear off your feet.&lt;br /&gt;
:: Causes injuries.&lt;br /&gt;
* Your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; collides with nearby stone, setting off a blast that launches debris flying in all directions.  A large, oblong fragment slams into your forehead and you feel yourself toppling backwards as the world goes black!&lt;br /&gt;
:: Knocks you unconscious plus a head injury.&lt;br /&gt;
* The world seems to move in slow motion as your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; slices towards a section of rock.  Little things catch your eye -- a slight instability in the rubble, a bulging section of stone that could be under pressure.  Something is not quite right.  You try to halt the swing, but it is too late.  Your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; strikes the earth just so, puncturing a pressurized section of material that detonates with incredible force.  A tidal wave of shattered earth slams into you, hurling you into the air!&lt;br /&gt;
:: Causes injuries.&lt;br /&gt;
* Your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; strikes the rocky surface and it detonates abruptly outward!  Flying shards of stone miraculously miss striking anyone, but the remaining material appears to be damaged beyond usefulness.&lt;br /&gt;
:: Empties room of all remaining materials.&lt;br /&gt;
&lt;br /&gt;
===Collapse===&lt;br /&gt;
&#039;&#039;&#039;Warning signs:&#039;&#039;&#039;&lt;br /&gt;
: The floor shudders briefly, causing pebbles and bits of stone to cascade to the ground.&lt;br /&gt;
: Studying the geology, you are certain that continued mining will be slightly dangerous because the unsound stone walls are likely to result in collapse.&lt;br /&gt;
&lt;br /&gt;
* A disconcerting rumble follows the swing of your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;, but fortunately only a handful of stones shower down.  One of them clips you lightly as you try to take cover.&lt;br /&gt;
:: Causes minor injuries.&lt;br /&gt;
* Ominous rumbling reverberates somewhere in the distance after you strike the earth with your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;.  A hail of debris follows, pelting you with boulders and razor-sharp stone fragments!&lt;br /&gt;
:: Causes injuries.&lt;br /&gt;
* You strike a glancing blow against exposed rock with your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039;.  A disproportionately large shudder resonates throughout the area, followed immediately by a huge sheaf of stone and gravel that cleaves away from the wall and rolls right over you!  You seem to be pinned in place.&lt;br /&gt;
:: Causes you to have to wait as you dig your way free.&lt;br /&gt;
* Careless of any structural hazard you might be inducing, you swing your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; at the nearest stone surface.  Cracks ripple outward from your blow and the entire rock facing fractures!  Spills of rock slide down from above, burying the work area completely.  It&#039;ll take awhile to dig through that!&lt;br /&gt;
:: Causes you to have to dig to reach metal again.&lt;br /&gt;
* Sparks fly as your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; punches through an outer layer of stone.  Unfortunately, the underlying material can no longer support its own weight and collapses in a spray of gravel and useless pieces of rock.  This area may not be suitable to mine for some time.&lt;br /&gt;
:: Empties room of all remaining materials.&lt;br /&gt;
*The ring of your &#039;&#039;&amp;lt;tool&amp;gt;&#039;&#039; against stone seems unnaturally loud.  An disconcerting silence follows, but only for a moment.  The entire wall of rock fractures at your blow and comes crashing down atop you!  You feel miraculously unhurt, but realize you are entirely unable to move!&lt;br /&gt;
:: Unless someone else digs you out, you will die.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* &#039;&#039;&#039;What determines what type of rock or metal is found?&#039;&#039;&#039;&lt;br /&gt;
: The materials that can be mined are entirely determined by the type of rock in the area. For example, [[kertig]] will only be found in metamorphic or sedimentary rock.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How do I find rare materials?&#039;&#039;&#039;&lt;br /&gt;
: The material found is entirely random, within the restraints of the rock type. Neither skill nor any actions that can be taken will affect the rate of finding rare materials. However, when a room resets, it is slightly more likely to produce the same materials that were found previously in the area.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Why can&#039;t I see what rock or metal can be mined in an area?&#039;&#039;&#039;&lt;br /&gt;
: What can be detected via {{com|prospect}} is determined by a combined score of Outdoorsmanship, Perception, and Appraisal skills (average of all 3 around 250).  Wisdom plays a big part as well per Kodius (on forums, lore&amp;gt;suggestions-mining&amp;gt;mining requirements) it counts as about 3x what the 3 skills do. Workability of the metal affects how hard it will be to see as well.&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Crafting]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Adult_wyvern&amp;diff=695886</id>
		<title>Adult wyvern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Adult_wyvern&amp;diff=695886"/>
		<updated>2026-10-06T14:04:52Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|70b|Shard}}&lt;br /&gt;
|simulevel=160&lt;br /&gt;
|naturallevel=160&lt;br /&gt;
|weaponlevel=160&lt;br /&gt;
|defenselevel=160&lt;br /&gt;
|level=160&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=1000&lt;br /&gt;
|MaxCap=1250&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;
|Defense=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=wyvern hide&lt;br /&gt;
|Skin Weight=12&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=wyvern claw&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=1000&lt;br /&gt;
|MaxVal=1330&lt;br /&gt;
|MaxArrangedVal=1330&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|Boxes=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
One of the legendary predators that skulk the face of Elanthia, the wyvern embodies the perfect combination of raw killing strength and razor-keen intelligence.  Hunched forward on two immense legs, the wyvern towers at nearly twenty feet tall, ready to lash outwards at a moment&#039;s notice.  Sharp serpentine features grace its enormous triangular skull, occasionally curling its maw with a rumbling snarl to display the scimitar-sized serrated fangs, perfect for tearing flesh from bone.&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.  Adult wyverns are fully capable of flight and can grow to massive sizes.&lt;br /&gt;
&lt;br /&gt;
Adult wyverns are massive, intelligent, and well known to prey on lesser-skilled adventurers, enjoying the challenge of hunting them.  In addition, they can inflict a lethal dose of poison to their victims, and are fully capable of burning them to a crisp.&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 items.&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, Poisoned Tails, Aerial Grapple&lt;br /&gt;
&lt;br /&gt;
Note: Mechanics for the aerial grapple attack [[Post:Tuesday_Tidings_-_39_-_Wyvern_Update_-_11/17/2020_-_20:45|were adjusted on 11/17/2020]].&lt;br /&gt;
&lt;br /&gt;
Nouns that mitigate the grapple are cloak, cape, wing.&lt;br /&gt;
&lt;br /&gt;
Mechanically, wings are a little better than cloaks; there is also an athletics check.[https://discord.com/channels/619301383451181075/958068926007365762/1243611770308788325 (Cordulia 2024-05-24)]&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
Coins and Gems.&lt;br /&gt;
&lt;br /&gt;
===Caps===&lt;br /&gt;
Soft Cap at 1250&lt;br /&gt;
Hard Cap over 1450&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=Juvenile_wyvern&amp;diff=694180</id>
		<title>Juvenile wyvern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Juvenile_wyvern&amp;diff=694180"/>
		<updated>2026-08-24T11:18:34Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &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;
~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=Calculated_Rage&amp;diff=694013</id>
		<title>Calculated Rage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Calculated_Rage&amp;diff=694013"/>
		<updated>2026-08-21T02:31:18Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=CR&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=20th Circle, [[Tranquility]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=Calculated Rage is an adaptation of empathic manipulation to a more specific degree. The pattern allows the magician to simultaneously tightly control and yet also heighten their anger. Letting it go in a RAGE at a target will produce a fleeting transference of this state to the recipient, often confusing and putting them on the back foot in combat.&lt;br /&gt;
&lt;br /&gt;
Due to the need for physical contact, the &amp;quot;raging&amp;quot; is only effective at melee range. Also note that misuse of the spell by failing to empathize with the target, be it unliving or due to the magician&#039;s own lack of empathy, can have emotionally exhausting results.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Defensive Factor&lt;br /&gt;
|dtype=Puncture damage, Impact damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Pre-cast TM. Gives uses of RAGE command to make attacks.&lt;br /&gt;
|messaging=&amp;gt;cast&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You contribute your harnessed streams to increase the pattern&#039;s potential.&amp;lt;br /&amp;gt;&lt;br /&gt;
You weave the Calculated Rage pattern around your mind.  There is no overt change at first, except the feeling of emotional control -- and potential.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;perc self&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the presence of the Calculated Rage spell isolating a vast reserve of emotion in your mind.  The spell should last around nine roisaen or until you have unleashed your RAGE six more times.&lt;br /&gt;
&lt;br /&gt;
Damaging:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;rage&amp;lt;br /&amp;gt;&lt;br /&gt;
You discharge a portion of the Calculated Rage spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
There is no connection there, no empathy to be had.  Fury without release builds in a split second a white hot, certain thing.  You reach out violently for catharsis.&lt;br /&gt;
With calculated malice you dart along the side of a lava drake and drop kick, scoring an awesome strike (12/23).&amp;lt;br /&amp;gt;&lt;br /&gt;
The lava drake is knocked completely senseless!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defensive debuffing:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;rage&amp;lt;br /&amp;gt;&lt;br /&gt;
You discharge a portion of the Calculated Rage spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
There is no connection there, no empathy to be had.  Fury without release builds in a split second a white hot, certain thing.  You reach out violently for catharsis.&amp;lt;br /&amp;gt;&lt;br /&gt;
The attack doesn&#039;t faze a giant mechanical mouse!&amp;lt;br /&amp;gt;&lt;br /&gt;
The mechanical mouse is stunned!&lt;br /&gt;
&lt;br /&gt;
Empath touches you with force, though not enough to cause direct injury.  Despite this, you feel utterly out of sorts.  Your emotions are out of control, and your ability to concentrate on defense diminished in the face of a consuming rage.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rage person&amp;lt;br/ &amp;gt;&lt;br /&gt;
You discharge a portion of the Calculated Rage spell.&amp;lt;br/ &amp;gt;&lt;br /&gt;
With a flicker of emotion you build a fleeting transference link with person.  It is not much, but it is enough to release the calculated rage that burns inside you, if you can touch he.&amp;lt;br/ &amp;gt;&lt;br /&gt;
You make contact with Person and release your spike of rage!  Person reels in confusion.&lt;br /&gt;
&lt;br /&gt;
Third party:&amp;lt;br/ &amp;gt;&lt;br /&gt;
Empath pushes against Person with modest force.  Despite appearing unharmed, Person reels and seems positively out of sorts.&lt;br /&gt;
&lt;br /&gt;
On wear off of the caster:&amp;lt;br /&amp;gt;&lt;br /&gt;
Your emotional control returns to normal, leaving behind the normal ebb and flow of thought.&lt;br /&gt;
&lt;br /&gt;
On debuff wear off (seen by the person debuffed):&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel steadier on your feet again.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* CR is a Mental Preparation TM spell that has a heavy conceptual debt to [[Blufmor Garaen]] and [[Icutu Zaharenela]].  You pre-cast it and it gives you a number of uses of the {{com|RAGE}} verb that you can use at your discretion.  This attack, depending on factors, if successful will result in a potent defensive penalty to your victim, or a melee-range TM attack with a substantially weaker but still useful defensive penalty attached.&lt;br /&gt;
* Basically: for shocked empaths it&#039;s like a limited-use IZ with a defense penalty attached.  For normal Empaths, it&#039;s a non-damaging attack that does a considerably larger and longer-acting defense penalty.&lt;br /&gt;
* The spell requires melee range to function.&lt;br /&gt;
* The spell pierces spell wards. Calculated Rage&#039;s are treated as non-magic for the purposes of many anti-magic defenses like Shear, Turtle Form, and Sanyu Lyba.&lt;br /&gt;
* {{skill|Brawling}} factors slightly into the attack.&lt;br /&gt;
* It can&#039;t be dispelled as a spell effect, but anything that explicitly removes defense debuffs would affect this as well.&lt;br /&gt;
* The debuff is extremely short, less than a minute even for healthy Empaths, even shorter as a damaging attack rider.&lt;br /&gt;
* The debuff is based on the potency of the attack, which is influenced by both TM skill and mana.&lt;br /&gt;
* &amp;quot;Defense factor&amp;quot; is the math that happens to your defensive skills that is then compared against the attackers corresponding &amp;quot;offense factor&amp;quot;. CR basically modifies the output of the formula that your skills/stats play into to determine your defensive factor.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
The debuff strength is based on the potency of the attack, which is influenced by both {{skill|Targeted Magic}}  and mana amount. The bigger the hit, the bigger the debuff.  (In the case of a non-damaging strike, the damage is still calculated but just &amp;quot;thrown out&amp;quot; afterward.)&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Empath Status !! Target Type !! Effect !! Causes Shock&lt;br /&gt;
|- &lt;br /&gt;
| Non-Shock || Living || Big defensive debuff || No&lt;br /&gt;
|- &lt;br /&gt;
| Non-Shock || Construct ||Damage + small debuff ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Non-Shock || Undead (without Absolution up)|| Damage + small debuff || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Non-Shock || Undead (with Absolution up)|| Damage + small debuff || No&lt;br /&gt;
|- &lt;br /&gt;
| Grey Area || Anything || Random ||&lt;br /&gt;
|- &lt;br /&gt;
| Full Shock || Living || Damage + small debuff || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Full Shock || Construct || Damage + small debuff || n/a&lt;br /&gt;
|- &lt;br /&gt;
| Full Shock || Undead || Damage + small debuff || n/a&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Combat&amp;diff=693989</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Combat&amp;diff=693989"/>
		<updated>2026-08-20T17:30:23Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3|Needs massive updating}}&lt;br /&gt;
{{Incomplete|needs massive work}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Although not the primary focus of [[DragonRealms]] as some may argue, &#039;&#039;&#039;combat&#039;&#039;&#039; is for many guilds and players an integral part of experiencing DragonRealms.  DragonRealms has a wonderfully intricate and diverse combat system.  Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed.  The purpose of this page is to serve as a guide for combat at all skill levels.&lt;br /&gt;
&lt;br /&gt;
Note that this guide will deal primarily with standard critter-hunting.  For tips on Player versus Player (PvP) combat, refer to individual guild pages.  A PvP guide may be forthcoming at some point.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s Guide==&lt;br /&gt;
&lt;br /&gt;
Welcome to combat!  Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first.  This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation.  Let&#039;s start from the very beginning, which is...&lt;br /&gt;
&lt;br /&gt;
===Equipment You Will Need===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A weapon&#039;&#039;&#039;: There is little substitute for a good weapon at your side.  Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is.  The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary.  Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons.  A break-down of all weapon classes, with positives and negatives, will follow shortly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A shield&#039;&#039;&#039;: Many characters choose to train with a [[Shield skill|shield]] in addition to [[Parry Ability skill|parry]] and [[Evasion skill|evasion]]. Shields add to a character&#039;s [[hinderance]], but tend to be more reliable than other defenses when the character is [[stun|stunned]], prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character&#039;s off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Some armor&#039;&#039;&#039;: Armor hinders your [[stealth]], [[evasion skill]], and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.&lt;br /&gt;
&lt;br /&gt;
For more on how to evaluate weapons and armors see [[Appraisal_skill#Appraisal_For_Beginners|Appraisal For Beginners]].&lt;br /&gt;
&lt;br /&gt;
===Combat Ranges===&lt;br /&gt;
All combat is divided into three different ranges: missile, pole, and melee.  To demonstrate these three, let&#039;s take a look at our first opponent, who has just entered the area:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A ship rat just arrived.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We now have our target!  Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up.  Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must {{com|ADVANCE}} &amp;lt;target&amp;gt;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat begins to advance on you!&lt;br /&gt;
The ship rat is still a distance away from you and is closing steadily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to pole weapon range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.&lt;br /&gt;
&lt;br /&gt;
Any melee attack at this point will just tell you you&#039;re out of range. You will no longer automatically charge to melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to melee range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final range is melee range, in which any weapon can be used.&lt;br /&gt;
&lt;br /&gt;
===Range Management and Disengaging===&lt;br /&gt;
There are four commands used to affect range. As previously mentioned, {{com|advance}} attempts to close the distance between yourself and a target. &lt;br /&gt;
&lt;br /&gt;
The {{com|retreat}} command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible. &lt;br /&gt;
&lt;br /&gt;
{{com|hangback}} is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.&lt;br /&gt;
&lt;br /&gt;
Lastly, {{com|flee}} attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.&lt;br /&gt;
&lt;br /&gt;
You can use the {{com|assess}} command at any time to see the combat ranges of any creatures present, as well as which one you are facing. &#039;&#039;&#039;In order to leave a room it is necessary to have no creatures at melee or pole range.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 You assess your combat situation...&lt;br /&gt;
&lt;br /&gt;
You (solidly balanced) are facing a ship rat (1) at melee range.&lt;br /&gt;
A ship rat (1: very badly balanced) is flanking you at melee range.&lt;br /&gt;
A ship rat (2: solidly balanced) is facing you at melee range.&lt;br /&gt;
A ship rat (3: off balance) is flanking you at melee range.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attack!===&lt;br /&gt;
Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the {{com|ATTACK}} command to try to attack it. {{com|Attack}} is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called [[Combat#Maneuver Chart|maneuvers]].&lt;br /&gt;
&lt;br /&gt;
===Offensive Skills===&lt;br /&gt;
*[[Weapon Skillset|Weapon skills]] (examples being small edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.&lt;br /&gt;
*[[Brawling skill|Brawling]] represents skill attacking an opponent with the intent to damage while unarmed.  &amp;lt;s&amp;gt;Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.&amp;lt;/s&amp;gt; [{{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}} now train Tactics instead.]&lt;br /&gt;
*[[Offhand Weapon skill]] represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee and thrown weapons.&lt;br /&gt;
*{{skill|Tactics}} covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with {{tt|CIRCLE}}, {{tt|BOB}}, {{tt|WEAVE}}, and {{tt|ANALYZE}} (critter name).&lt;br /&gt;
*[[Targeted Magic skill|Targeted Magic]] represents the ability to better aim direct damage spells.&lt;br /&gt;
*[[Debilitation skill]] covers the magic that impedes, but does not directly damage.&lt;br /&gt;
&lt;br /&gt;
===Defensive Skills===&lt;br /&gt;
*{{skill|Evasion}} represents your ability to twist out of the way of blows.  Usually mandatory for anyone interested in combat, as it is weakens your foe&#039;s attack power more per rank than the other two defense.&lt;br /&gt;
*{{skill|Shield Usage}} represents your ability to block oncoming attacks with your shield.  Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.&lt;br /&gt;
*{{skill|Parry Ability}} represents your ability to block oncoming attacks by deflecting them with your weapon.  As per GM [[Ssra]], parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.&lt;br /&gt;
*Armor skills ({{skill|Light Armor}}, {{skill|Chain Armor}}, {{skill|Brigandine Armor}}, {{skill|Plate Armor}}) represent your ability to maneuver and hide in the respective armor category.  Eventually your skill in an armor will also contribute to the protection your armor provides you.&lt;br /&gt;
*{{skill|Perception}} represents your ability to spot hidden targets, particularly those trying to attack you from hiding.  Mandatory for anyone interested in PvP or fighting foes that like to hide.  Recommended for anyone, though, as it is a great defense against theft.&lt;br /&gt;
*{{skill|Defending}} represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.&lt;br /&gt;
&lt;br /&gt;
===Stealth Skills===&lt;br /&gt;
&lt;br /&gt;
*{{skill|Stealth}} represents your ability to perform stealth actions, and to evade detection.&lt;br /&gt;
*{{skill|Backstab}} (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the {{tt|BACKSTAB}} command and ignores shield and parry. Ambushes also utilize this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
You&#039;ll notice information in brackets below each attack you or an opponent makes.  This information is a summary of how the attack affected your character.  We&#039;ll go over each message in detail.&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Vitality&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| &amp;gt;100% || invigorated&lt;br /&gt;
|-&lt;br /&gt;
| 100% || none&lt;br /&gt;
|-&lt;br /&gt;
| 99%-90% || bruised&lt;br /&gt;
|-&lt;br /&gt;
| 89%-80% || hurt&lt;br /&gt;
|-&lt;br /&gt;
| 79%-70% || battered&lt;br /&gt;
|-&lt;br /&gt;
| 69%-60% || beat up&lt;br /&gt;
|-&lt;br /&gt;
| 59%-50% || very beat up&lt;br /&gt;
|-&lt;br /&gt;
| 49%-40% || badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 39%-30% || very badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 29%-20% || smashed up&lt;br /&gt;
|-&lt;br /&gt;
| 10%-9% || terribly wounded&lt;br /&gt;
|-&lt;br /&gt;
| 9%-1% || near death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1% || in death&#039;s grasp&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Spirit&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| mighty&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;no message&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| shaky&lt;br /&gt;
|-&lt;br /&gt;
| very shaky&lt;br /&gt;
|-&lt;br /&gt;
| weak&lt;br /&gt;
|-&lt;br /&gt;
| very weak&lt;br /&gt;
|-&lt;br /&gt;
| drained&lt;br /&gt;
|-&lt;br /&gt;
| very drained&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
|-&lt;br /&gt;
| very cold&lt;br /&gt;
|-&lt;br /&gt;
| empty&lt;br /&gt;
|-&lt;br /&gt;
| desolate&lt;br /&gt;
|-&lt;br /&gt;
| nonexistant&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;gt;100% || energetic&lt;br /&gt;
|-&lt;br /&gt;
|100%-90% || &#039;&#039;&#039;no message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|89%-80% || winded&lt;br /&gt;
|-&lt;br /&gt;
|79%-60% || tired&lt;br /&gt;
|-&lt;br /&gt;
|59%-40% || fatigued&lt;br /&gt;
|-&lt;br /&gt;
|39%-30% || worn-out&lt;br /&gt;
|-&lt;br /&gt;
|29%-20% || beat&lt;br /&gt;
|-&lt;br /&gt;
|19%-10% || exhausted&lt;br /&gt;
|-&lt;br /&gt;
|9%-~&amp;lt;1% || bone-tired&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
Vitality is a verbal representation of your hit points.  Each attack that damages you reduces the number of hit points you have by a certain percentage.&lt;br /&gt;
&lt;br /&gt;
===Spirit===&lt;br /&gt;
When you are brought back to life (either via departing or [[Resurrection]]) it takes a little while to regain your full spirit health.  Spirit health affects the time before you depart.  Some [[Cleric]] spells cause the caster to lose ([[Aesrela Everild]]) or gain spirit ([[Vigil]]).  There are also plans for Spell vs. Spirit [[Contested Spells|contested spells]].&lt;br /&gt;
&lt;br /&gt;
===Fatigue===&lt;br /&gt;
You lose some fatigue with each attack you make.  If you are using a weapon that is suited for your character&#039;s stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.&lt;br /&gt;
&lt;br /&gt;
Fatigue cost is determined base on weapon weight, maneuver used, and the user&#039;s strength and stamina.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Balance and Position===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Balance&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| incredibly balanced&lt;br /&gt;
|-&lt;br /&gt;
|adeptly balanced&lt;br /&gt;
|-&lt;br /&gt;
|nimbly balanced&lt;br /&gt;
|-&lt;br /&gt;
|solidly balanced&lt;br /&gt;
|-&lt;br /&gt;
|slightly off balance&lt;br /&gt;
|-&lt;br /&gt;
|off balance&lt;br /&gt;
|-&lt;br /&gt;
|somewhat off balance&lt;br /&gt;
|-&lt;br /&gt;
|badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|very badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|extremely imbalanced&lt;br /&gt;
|-&lt;br /&gt;
|hopelessly unbalanced&lt;br /&gt;
|-&lt;br /&gt;
|completely imbalanced&lt;br /&gt;
|}&lt;br /&gt;
| &#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| in dominating position &lt;br /&gt;
|-&lt;br /&gt;
| in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| in superior position &lt;br /&gt;
|-&lt;br /&gt;
| in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| in strong position &lt;br /&gt;
|-&lt;br /&gt;
| in good position &lt;br /&gt;
|-&lt;br /&gt;
| in better position &lt;br /&gt;
|-&lt;br /&gt;
| have slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| no advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent has slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent in better position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in good position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in superior position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| opponent dominating &lt;br /&gt;
|-&lt;br /&gt;
| opponent overwhelming you&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several levels of balance and position.  The base is &amp;lt;solidly balanced&amp;gt; with &amp;lt;no advantage&amp;gt;.  You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position&#039;&#039;&#039; is the relation between your opponent&#039;s balance and your own.&lt;br /&gt;
&lt;br /&gt;
The higher the balance and the position, the larger bonus there is to both offense and defense.&lt;br /&gt;
====Abilities that heal balance====&lt;br /&gt;
{{#ask:[[Heal type::Balance heal]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Abilities that damage your target&#039;s balance====&lt;br /&gt;
{{#ask:[[Damage type::Balance damage]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Maneuver Chart==&lt;br /&gt;
KEY:&lt;br /&gt;
:&#039;&#039;&#039;+&#039;&#039;&#039;: good for this&lt;br /&gt;
:&#039;&#039;&#039;=&#039;&#039;&#039;: won&#039;t help, won&#039;t hurt&lt;br /&gt;
:&#039;&#039;&#039;-&#039;&#039;&#039;: bad for this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; {{com|attack}} will perform a randomized maneuver that is appropriate to the given situation.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
The below listed combat maneuvers work with any held weapon, but some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it&#039;s a good idea to have an understanding of what attacks best suit your weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
*For puncture type damage, use maneuvers like {{com|jab}}, {{com|thrust}}, and {{com|lunge}}.&lt;br /&gt;
*For slice type damage, use maneuvers like {{com|feint}}, {{com|slice}}, and {{com|chop}}.&lt;br /&gt;
*For impact type damage, use maneuvers like {{com|jab}}/{{com|feint}}, {{com|swing}}, {{com|slam}}, and {{com|bash}}.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bash	||-||-||-||+||-||=||+||=||-||+&lt;br /&gt;
|-&lt;br /&gt;
|chop	||=||=||-||+||-||+||=||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|draw	||-||+||=||+||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|feint	||+||+||+||-||-||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|jab	||=||+||+||-||=||-||-||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|lunge	||-||-||-||+||+||-||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|pummel	||-||=||+||-||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|slam	||=||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|slice	||-||=||+||=||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|smite*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|sweep	||-||-||-||-||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|swing	||-||+||+||=||-||=||+||+||-||+&lt;br /&gt;
|-&lt;br /&gt;
|throw*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|thrust	||-||=||+||=||+||-||=||-||+||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brawling===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bite ||-||-||+||=||+||=||-||-||+||+&lt;br /&gt;
|-&lt;br /&gt;
|butt ||-||-||+||+||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|choke* || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|claw ||-||=||+||=||=||+||-||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|elbow ||-||=||+||=||=||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|gouge ||-||=||+||=||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|grab / grapple ||-||-||+||+||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|kick ||-||-||+||=||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|knee ||-||-||+||=||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|punch ||-||=||+||=||=||-||+||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|shove ||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|slap ||-||+||+||-||-||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle ||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move   ||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|block	||+||=||+||x||x||x||x||-||-||+&lt;br /&gt;
|-&lt;br /&gt;
|bob	||+||+||=||=||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|circle	||-||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|dodge	||+||=||+||x||x||x||x||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|flee*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|parry	||+||=||+||x||x||x||x||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|retreat*|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|shove	||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle	||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|weave	||-||-||+||=||=||=||=||+||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Currently unable to view stats for moves&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
The following is a theoretical process for how attacks calculated.&lt;br /&gt;
&lt;br /&gt;
===To hit===&lt;br /&gt;
* Based on skill and a random number, an Offensive Force/Factor (OF) is generated. &lt;br /&gt;
* This number is bonused by the user&#039;s {{stat|Agility}} as modified by the weapon&#039;s balance.&lt;br /&gt;
* The number is compared to the effective score of the defender&#039;s combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.&lt;br /&gt;
* There is always a chance to both hit or miss, regardless of the numbers.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
* If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.&lt;br /&gt;
* Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.&lt;br /&gt;
* Damage is added based on the user&#039;s strength, modified by the weapon&#039;s suitability.&lt;br /&gt;
* The damage is then reduced by the target&#039;s armor modified by the skill of the user in that armor.&lt;br /&gt;
* The damage is then reduced depending on the damage reactors active and how they work.&lt;br /&gt;
* Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.&lt;br /&gt;
* Lastly, the specific body part damage is capped based on the target&#039;s remaining vitality left.&lt;br /&gt;
&lt;br /&gt;
====Damage Values====&lt;br /&gt;
This information has been verified by GM Kodius.&amp;lt;ref&amp;gt;[[Post:List of All Hits in Combat - 07/28/2014 - 19:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#light hit&lt;br /&gt;
#good hit&lt;br /&gt;
#good strike&lt;br /&gt;
#solid hit&lt;br /&gt;
#hard hit&lt;br /&gt;
#strong hit&lt;br /&gt;
#heavy strike&lt;br /&gt;
#very heavy hit&lt;br /&gt;
#extremely heavy hit&lt;br /&gt;
#powerful strike&lt;br /&gt;
#massive strike&lt;br /&gt;
#awesome strike&lt;br /&gt;
#vicious strike&lt;br /&gt;
#earth-shaking strike&lt;br /&gt;
#demolishing hit&lt;br /&gt;
#spine-rattling strike&lt;br /&gt;
#devastating hit&lt;br /&gt;
#devastating hit (That&#039;ll leave a mark!)&lt;br /&gt;
#overwhelming strike&lt;br /&gt;
#obliterating hit&lt;br /&gt;
#annihilating strike&lt;br /&gt;
#cataclysmic strike&lt;br /&gt;
#apocalyptic strike&lt;br /&gt;
&lt;br /&gt;
The following messaging indicates a hit that did no damage:&lt;br /&gt;
*benign&lt;br /&gt;
*brushing&lt;br /&gt;
*gentle&lt;br /&gt;
*glancing&lt;br /&gt;
*grazing&lt;br /&gt;
*harmless&lt;br /&gt;
*ineffective&lt;br /&gt;
*skimming&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Weapon balance determines parry suitability.&lt;br /&gt;
&lt;br /&gt;
Protection grows with ranks, absorption doesn&#039;t.&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
*[[Armor and shield guide]]&lt;br /&gt;
{{cat|Combat, Tutorials,New and returning player help}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Currency&amp;diff=693898</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Currency&amp;diff=693898"/>
		<updated>2026-08-15T20:20:48Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Bank Balance Maximums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
There are three types of &#039;&#039;&#039;currency&#039;&#039;&#039; in [[Elanthia]]: Kronar, Lirum, and Dokora, as well as one obsolete currency called the Dira.&lt;br /&gt;
&lt;br /&gt;
==Currency Types==&lt;br /&gt;
Each province uses one currency type for all official and shop transactions.&lt;br /&gt;
&lt;br /&gt;
===Kronars===&lt;br /&gt;
Kronars are used in the province of [[Zoluren]], and are the only coin accepted at [[vault]]s regardless of location.&lt;br /&gt;
&lt;br /&gt;
The KRONAR is a round coin, with no edges. The circumference of the coin slopes downward, giving the edge of the entire coin a sharp, almost weapon-like look to it. On one side, a minuscule map of the contiguous landmass with the words ZOHLU REN underneath. The reverse shows the broad, patient face of an ox - symbolizing Elanthia as Truffenyi&#039;s planet.&lt;br /&gt;
&lt;br /&gt;
===Lirums===&lt;br /&gt;
Lirums are used in the provinces of [[Therengia]] and [[Qi&#039;Reshalia]].&lt;br /&gt;
&lt;br /&gt;
Named after [[Lirum (person)|Lirum]], the wife of [[Akroeg]].&lt;br /&gt;
&lt;br /&gt;
Shaped like a diamond with rounded edges, the LIRUM is the only coin of Elanthia to feature the likeness of a person. Along the corners on both sides of the coin, tiny roses have been stamped. One side features a stoic looking human woman with her hair in a bun. Centered under the portrait is the name LIRUM. On the reverse side, a simple seven-pointed star is situated in the middle with the words FEAS, KHALOR, HALEEN around the coin.&lt;br /&gt;
&lt;br /&gt;
===Dokoras===&lt;br /&gt;
Dokoras are the coin of the realm in [[Ilithi]] and [[Forfedhdar]].&lt;br /&gt;
&lt;br /&gt;
Oblong in shape, the DOKORA is the heaviest of the Elanthian currencies because of the weighted raised edges it possesses. These weighted edges exist to counterbalance a square hole in the middle of each DOKORA. The origins of the DOKORA are in Ilithi, although the coin is used elsewhere, and so one side shows two lotus blooms flanking the square hole, while the other side depicts a single cloud above and the words &amp;quot;Ylosh Sampul&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
==Denominations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coin !! Copper !! Bronze !! Silver !! Gold !! Platinum&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Copper&#039;&#039;&#039; || &#039;&#039;&#039;1&#039;&#039;&#039; || 1/10 || 1/100 || 1/1,000 || 1/10,000&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Bronze&#039;&#039;&#039; || 10 || &#039;&#039;&#039;1&#039;&#039;&#039; || 1/10 || 1/100 || 1/1,000&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Silver&#039;&#039;&#039; || 100 || 10 || &#039;&#039;&#039;1&#039;&#039;&#039; || 1/10 || 1/100&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Gold&#039;&#039;&#039; || 1,000 || 100 || 10 || &#039;&#039;&#039;1&#039;&#039;&#039; || 1/10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Platinum&#039;&#039;&#039; || 10,000 || 1,000 || 100 || 10 || &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Currency Conversions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Currency !! Kronar !! Lirum !! Dokoras &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Kronar&#039;&#039;&#039; || &#039;&#039;&#039;1&#039;&#039;&#039; || 0.800 || 0.7216&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Lirum&#039;&#039;&#039; || 1.250 || &#039;&#039;&#039;1&#039;&#039;&#039; || 0.902&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | &#039;&#039;&#039;Dokoras&#039;&#039;&#039; || 1.385808991 || 1.108646953 || &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
For example, 1000 Lirums is equivalent to 1250 Kronars or to 902 Dokoras.&lt;br /&gt;
&lt;br /&gt;
[[Estate Holder]]s may use their [[bank book]]s to calculate exchange rates while in-game.&lt;br /&gt;
&lt;br /&gt;
==Banks and Exchange Fees==&lt;br /&gt;
&lt;br /&gt;
===Bank Balance Maximums===&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT NOTE ABOUT AMOUNT YOU MAY KEEP IN EACH INDIVIDUAL BANK BRANCH&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Attempting to put anything more than 212k platinum in any one bank may cause your account in that bank to rollover, that is -- cause your money to disappear.  To prevent this, keep any money over this amount in other banks.&lt;br /&gt;
&lt;br /&gt;
===Locations &amp;amp; Rates===&lt;br /&gt;
Different Banks charge different fees for exchanging currency, ranging from 3%-13%.&amp;lt;br&amp;gt;&lt;br /&gt;
Money-changers in Elanthia will only handle transactions for 1,000 platinum and under.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!City!! Province!!Fee!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap1|Crossing]]||Zoluren||5%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap1|Crossing (Strand Communal Center)]]||Zoluren||3%||Premium-only. Can withdraw from any bank.&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap61|Leth Deriel]]||Zoluren||5%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap13|Dirge]]||Zoluren||10%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap112|Ilaya Taipa]]||Zoluren||10%||deposit-only bank that ties into Leth Deriel; charges a 7% fee&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap42|Therenborough]]||Therengia||5%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap30|Riverhaven]]||Therengia||7%|||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap30|Riverhaven (Armiger&#039;s Mansion)]]||Therengia||3%||Premium-only. Can withdraw from any bank.&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap41|El Bain&#039;s Stop (Bank Under the Roots)]]||Therengia||3%|||Premium-only. Ties into Therenborough.&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap35|Throne City]]||Therengia||7%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap47|Muspar&#039;i (foreigner)]]||Therengia||10%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap47|Muspar&#039;i (citizen)]]||Therengia||7%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34a|Rossman&#039;s Landing]]||Therengia||9%||ties into Riverhaven&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap67|Shard]]||Ilithi||5%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap150|Fang Cove]]||Ilithi||3%||Premium-only&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64a|Chyolvea Tayeu&#039;a]]||Ilithi||8%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap90|Ratha (1st Tier)]]||Qi&#039;Reshalia||7%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap90|Ratha (3rd Tier)]]||Qi&#039;Reshalia||3%||Premium-only&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap99|Aesry]]||Qi&#039;Reshalia||9%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap107|Mer&#039;Kresh]]||Qi&#039;Reshalia||9%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap107|Mer&#039;Kresh (Estate Holders Club)]]||Qi&#039;Reshalia||3%||Premium-only. &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap106|Hara&#039;jaal]]||Qi&#039;Reshalia||13%||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap117|Hibarnhvidar (Inner)]]||Forfedhdar||5%||same account as bank in Outer Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap116|Hibarnhvidar (Outer)]]||Forfedhdar||7%||same account as bank in Inner Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap117|Hibarnhvidar (Stoney Hub)]]||Forfedhdar||3%||Premium-only;  ties into Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap121|Boar Clan]]||Forfedhdar||8%||Ranger- and Cleric-only; ties into Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap114|Ain Ghazal]]||Forfedhdar||9%||Premium-only; ties into Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap127|Raven&#039;s Point]]||Forfedhdar||9%||ties into Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|First Arachnid Bank||Forfedhdar||5%||Bank located in former [[:Category:Hollow Eve|Hollow Eve grounds]]. Tied into Hibarnhvidar.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallaenia|The Gallaenia]]||Zoluren||8%||[[Hollow Eve Festival]] bank; ties into Crossing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Monetary coins are a special type of item.  When held normally, they do not count against your total [[inventory]], but do have weight and will impact your [[encumbrance]] if carrying a large amount.  They are also susceptible to [[Stealing|theft]].  &lt;br /&gt;
&lt;br /&gt;
Dropping coins will create coin items on the ground.  Coins may be placed in and retrieved from [[moneybelt]]s to protect them from thieves.&lt;br /&gt;
&lt;br /&gt;
==Non-Standard Currency==&lt;br /&gt;
Non-standard currencies are former or current forms of currency that are treated as items and not accepted as payment at most locations.&lt;br /&gt;
&lt;br /&gt;
===Dira===&lt;br /&gt;
Dira were the currency of the [[Empire of the Seven-Pointed Star]], but are no longer valued as money. Instead, they are considered collector&#039;s items. See [[Dira]] for more information.&lt;br /&gt;
&lt;br /&gt;
Each Emperor minted a coin of his or her predecessor, with their likeness and name along with the dates of rule. DIRA were minted in pure silver with high raised edges which was then surrounded by a thin band of the metal of the denomination of the DIRA. Much like present day currency, the DIRA came in copper, bronze, silver or gold. Platinum was not yet needed. Unfortunately, over the passage of time, the thin bands of these denomination markers have either worn off the coins or been removed, leaving most DIRA today as only the plain silver &amp;quot;internal&amp;quot; coin.&amp;lt;br /&amp;gt;&#039;&#039;Note: For reference, this means the coin was minted in silver, then an additional band of copper, bronze, silver, or gold was added to the outside to note the denomination.&lt;br /&gt;
&lt;br /&gt;
==={{ilink|i|Oravir sliver}}s===&lt;br /&gt;
[[Vykathi]] use slivers of [[oravir]] marked with a series of black bands as some form of currency. While not used by any other [[Races|race]], the [[Elderly_coin_collector|right collector]] may be willing to exchange more [[Currency#Currency_Types|common coins]] for them. {{ilink|i|Oravir sliver}}s are just that. They are not uniform in shape or size (although larger ones are not used or broken down into smaller slivers for storage purposes) and have no markings on them whatsoever &amp;lt;ref&amp;gt;[[Post:Currency_and_You!_-_02/05/2016_-_23:53]]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
*&amp;lt;tt&amp;gt;[[Protect command|PROTECT COIN]]&amp;lt;/tt&amp;gt;&lt;br /&gt;
* {{com|tickets}} - for [[:Category:Microtrans events|microtransaction events]]&lt;br /&gt;
*[[Dira]]&lt;br /&gt;
*[[Currency Converter (script)]]: Genie script that converts between Elanthian currencies&lt;br /&gt;
*[[Currency Exchange Calculator (script)]]: Genie script that tells you how much money is needed to convert from one currency to another, including the exchange fee.&lt;br /&gt;
{{Cat|Concepts}}&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Simple_alchemy_kit&amp;diff=693843</id>
		<title>Item:Simple alchemy kit</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Simple_alchemy_kit&amp;diff=693843"/>
		<updated>2026-08-12T19:32:23Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=kit&lt;br /&gt;
|look=The image of a tiger curled around a Togball is stamped onto the top of the kit.&lt;br /&gt;
|STag=tiger,togball&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|type=-&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=gor&#039;tog&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=15&lt;br /&gt;
|appcost=12,500&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=2&lt;br /&gt;
|ilsize=6&lt;br /&gt;
|iwsize=6&lt;br /&gt;
|ihsize=3&lt;br /&gt;
|csize=500&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You open the kit briefly to take a quick peek inside and see a {{sloot|i|graceful moss agate jar}}, a {{sloot|i|black glass mortar}}, a {{sloot|i|tiger-striped glass pestle}}, a {{sloot|i|feather-tipped mixing stick}}, a {{sloot|i|cloudy glass jar}}, a {{sloot|i|blued-steel sieve}} and a {{sloot|i|blue ceramic bowl}}.  You quickly close it back before an attendant tackles you for tampering with the merchandise.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Empath_spells&amp;diff=693703</id>
		<title>Category:Empath spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Empath_spells&amp;diff=693703"/>
		<updated>2026-08-09T15:35:16Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Removed note about compel as the image has been fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A category for [[guild assocation is::Empath]] spells.&lt;br /&gt;
==Spell Tree==&lt;br /&gt;
{{:Empath/Spell Tree}}&lt;br /&gt;
&lt;br /&gt;
==Summary of Spell Information==&lt;br /&gt;
{{GuildSpellList|h}}&lt;br /&gt;
{{#ask:[[guild association is::Empath]][[page type is::spell]][[Spellbook is::!Analogous Patterns]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?Ability difficulty is&lt;br /&gt;
|?Spellbook is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=GuildSpellList&lt;br /&gt;
|link=none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Empath abilities,Life magic}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=693667</id>
		<title>Fountain of Creation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fountain_of_Creation&amp;diff=693667"/>
		<updated>2026-08-08T01:56:43Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=foc&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=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Healing&lt;br /&gt;
|prereqs=Circle 30, [[Heal]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Fountain of Creation spell unleashes a powerful emanation of Life energy through its caster&#039;s body, attempting to restore the body to its idealized state in one fell swoop.  Though the power of this pattern can be miraculous, it is incredibly draining to use.  Realizing this spell requires not only mana but the very life force of its own caster, potentially causing an immediate collapse from exertion.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|effect=heals all wounds/scars&lt;br /&gt;
|messaging=You gesture.&amp;lt;br&amp;gt;Flowing trickles of bright blue and white energy spring up from under your feet, enwreathing you with a cool, soothing glow.  Your body wrenches as internal organs and external flesh are created and regrown, leaving you &amp;lt;considerably/completely&amp;gt; healed.  You become tired, as well as feel drained and weak from the exertion of the sudden healing.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
|spelltype=Healing&lt;br /&gt;
|tier=fourth&lt;br /&gt;
|planned=No&lt;br /&gt;
|scroll=No&lt;br /&gt;
|target=No&lt;br /&gt;
|held=No&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The amount of healing depends on the amount of mana put into the spell. The more seriously injured you are, the more mana is required for complete healing.&lt;br /&gt;
*Full-body healing at the cost of [[fatigue]] and [[vitality]] hits. Possible to be stunned as well: &#039;&#039;You collapse to the ground in exhaustion, as well as reel helplessly at the immense system shock from the sudden healing!&#039;&#039;&lt;br /&gt;
*Due to difficulty of casting it&#039;s recommended for circle 60+ Empaths or 300+ PM.&lt;br /&gt;
*The difficulty of this spell increases with the severity of the Empath&#039;s wounds.&lt;br /&gt;
*There is a 60-second timer that prevents you from re-casting the spell. Messaging that the timer is up: &#039;&#039;You no longer feel especially strained from invoking the Fountain of Creation.&#039;&#039;&lt;br /&gt;
*Spell power displayed in the flow of the energy: flowing trickles, flowing rivulets, flowing streams, gushing streams, and raging torrents.&lt;br /&gt;
*Amounts healed: slightly, moderately, considerably, greatly, immensely, completely.&lt;br /&gt;
*Heals wounds in the order the system lists them.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=693343</id>
		<title>Aspects of the All-God</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=693343"/>
		<updated>2026-07-26T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Aspects of the All-God&lt;br /&gt;
|abbrev=ALL&lt;br /&gt;
|minprep=50&lt;br /&gt;
|castcap=600&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|maxduration=-&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Antinomic Sorcery&lt;br /&gt;
|prereqs=20th circle&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=illegal, social corruption&lt;br /&gt;
|corrupt=antinomic corruption&lt;br /&gt;
|desc=Monotheism is a rare thing in Elanthia, and yet every yokel hears of the All-God early in life.  Our guildsmen are taught to extol the disparate virtues of the Thirteen, but at the same time, how could one abjure what is essentially the sum of their beliefs?  And so the All-God ever exists in the margins of other religions -- the god of gods who are mere facets of creation.  Harnessing such a deep-rooted mythos comes easy to an antinomic godling.  Coaxed by the right Elemental blend, it might assume any facet that is convenient for its sorcerer, or all of them, albeit in ways poorly understood.&lt;br /&gt;
|buffs=Augmentation skill, Debilitation skill, Sorcery skill, Targeted Magic skill, Utility skill, Warding skill&lt;br /&gt;
|debuffs=Primary Magic skill, Augmentation skill, Debilitation skill, Targeted Magic skill, Utility skill, Warding skill&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Rapid alignment change.  Nonstandard alignments.&lt;br /&gt;
|messaging=Skuyaseor&#039;s metamorphosis manifests as a heavenly, mouthwatering scent of grapefruits and quinces.  Your deep-seated harmony with Drogor is unwoven by dint of sorcerous realignment, setting off a maelstrom of spiritual distortion in the vicinity until it comes to fruition.&lt;br /&gt;
&lt;br /&gt;
You open up your soul to the influence of the All-God.  Consciousness flees as your spiritual essence is subtly spun into a deific design.  Soon, a new outlook on the world takes root, even though something is not quite right...  You are now an element of the divine meaning with which the All-God suffuses this plane of being.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
[[Cleric_3.0#Others|New alignment options]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Ritual spells]] require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|foci]] such as the {{ilink|w|slender alabaster staff with a silver cobra coiled along it}}. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Limited use foci attuned to the Antinomic Sorcery Spellbook such as the {{ilink|i|Jade apple}} can be used to cast Aspects of the All-God without knowledge of the Improvised Rituals magical feat.&lt;br /&gt;
* Will cause [[Antinomic Corruption]] (&#039;&#039;&#039;POTENTIAL SPOILERS&#039;&#039;&#039;)&lt;br /&gt;
* Casting this spell (or having it visible) inside a standard [[justice]] zone generates [[Social Outrage]]. [[Generates Social Outrage::true| ]]&lt;br /&gt;
* Using this spell to align with a non-standard god does not require being on consecrated ground or using a lit altar candle.&lt;br /&gt;
* To align with a non-standard god, prep the spell at maximum mana (cambrinth and universal ritual foci will work), and CAST &amp;lt;god&amp;gt;. This doesn&#039;t require that your antinomic godling be at any specific power level.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=RanikMap68&amp;diff=693340</id>
		<title>RanikMap68</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=RanikMap68&amp;diff=693340"/>
		<updated>2026-07-26T18:41:18Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Error|errors=- Sinuous elsralael and Blue-belly crocodile hunting areas no longer overlap.  Blue-belly crocodiles are north of the gap, sinuous elsralael are south&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Map68.gif&lt;br /&gt;
rect 421 0 533 90 [[RanikMap67e]]&lt;br /&gt;
rect 480 170 570 270 [[RanikMap66]]&lt;br /&gt;
rect 366 303 450 360 [[RanikMap69]]&lt;br /&gt;
rect 190 0 320 90 [[RanikMap67b]]&lt;br /&gt;
rect 459 912 538 968 [[RanikMap68a]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
|description= Outside the Shard South Gate&lt;br /&gt;
|province=  Ilithi&lt;br /&gt;
|landmarks=&lt;br /&gt;
*[[Gorbesh Fortress]]&lt;br /&gt;
*[[Ruined Temple]]&lt;br /&gt;
|relatedmaps=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=RanikMap68&amp;diff=693339</id>
		<title>RanikMap68</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=RanikMap68&amp;diff=693339"/>
		<updated>2026-07-26T18:35:43Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Error|errors=- Sinuous elsralael and Blue-belly crocodile hunting areas no longer overlap.&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Map68.gif&lt;br /&gt;
rect 421 0 533 90 [[RanikMap67e]]&lt;br /&gt;
rect 480 170 570 270 [[RanikMap66]]&lt;br /&gt;
rect 366 303 450 360 [[RanikMap69]]&lt;br /&gt;
rect 190 0 320 90 [[RanikMap67b]]&lt;br /&gt;
rect 459 912 538 968 [[RanikMap68a]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
|description= Outside the Shard South Gate&lt;br /&gt;
|province=  Ilithi&lt;br /&gt;
|landmarks=&lt;br /&gt;
*[[Gorbesh Fortress]]&lt;br /&gt;
*[[Ruined Temple]]&lt;br /&gt;
|relatedmaps=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:3.0_Damage_Caps_-_10/28/2012_-_21:07&amp;diff=693209</id>
		<title>Post:3.0 Damage Caps - 10/28/2012 - 21:07</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:3.0_Damage_Caps_-_10/28/2012_-_21:07&amp;diff=693209"/>
		<updated>2026-07-24T09:58:00Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-KODIUS&lt;br /&gt;
|t=Re: 3.0 Damage Caps&lt;br /&gt;
|d=10/28/2012 09:07 PM CDT&lt;br /&gt;
|n=2673&lt;br /&gt;
|f=Combat - Weapons and Armor \ General Discussions&lt;br /&gt;
|c=d,m&lt;br /&gt;
|p=Although simplified in a few areas, this is more or less how {{PRel|damage}} is calculated:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1). Start with the base damage of the weapon.&lt;br /&gt;
&lt;br /&gt;
2). Multiply base damage by the combat style you are using.&lt;br /&gt;
&lt;br /&gt;
3). Determine the damage bonus from the accuracy of your hit. This applies a factor from 20% to 200% (more than 200% with some special attacks).&lt;br /&gt;
&lt;br /&gt;
4). Add in bonuses from strength, weapon power and other bonuses.&lt;br /&gt;
&lt;br /&gt;
5). Roll with a random factor, and this is your damage.&lt;br /&gt;
&lt;br /&gt;
6). Based on the vitality of the target, a % of this damage is turned into wound damage. This is usually close to 0% when a target is above 80% vitality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage is not really capped, per say. But the bonus from landing an extremely good hit (due to having a massive amount of skill), ends at 200%.&lt;br /&gt;
&lt;br /&gt;
One-shotting is gone simply because everything has a ton more hit points than it did before - and because it is impossible to destroy critical body parts on the first hit. I hope that makes sense.&lt;br /&gt;
|sub=combat,Combat 3.0,DragonRealms 3.0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perceive_health&amp;diff=693208</id>
		<title>Perceive health</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perceive_health&amp;diff=693208"/>
		<updated>2026-07-24T01:56:47Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Perceive Health&#039;&#039;&#039; is the [[guild association is::Empath]]-only [[page type is::ability]] to {{com|perceive}} the life essences of the people and animals (and some highly-evolved intelligent plantlife) around them.  This action trains the [[Empathy skill|empathy]] and [[Attunement skill|attunement]] skills.  With increased skill, the sensations gain clarity and allow the Empath to detect additional qualities of perceived individuals, such as whether they are hiding, have a disease or low vitality, are poisoned, etc.&lt;br /&gt;
&lt;br /&gt;
Empaths may also use their perception to check if a creature is living, [[undead]] or a [[construct]]. See the {{com|perceive}} for more information and syntax.&lt;br /&gt;
&lt;br /&gt;
==Sensitivity range==&lt;br /&gt;
While the exact formula is not known, it is believed that sensitivity range increases by one room for every 200 combined ranks of Empathy and Attunement.  Unlike the similar {{com|hunt}}, there is no known upper cap on the effective range, and supremely skilled Empaths can sense and identify life forces more than 10 rooms away.  There is also no {{skill|perception}} check so hidden or invisible beings will be sensed without fail (but not identified) as long as they are within the Empath&#039;s sensitivity range.  There is also no known way to impersonate a life force to make it appear as if it were another&#039;s.&lt;br /&gt;
&lt;br /&gt;
Most [[NPC]]&#039;s such as shop owners and town guards can be perceived, and all critters.&lt;br /&gt;
&lt;br /&gt;
Under rare circumstances, perceive health can trigger passively to sense single individuals without the Empath activating the check.  The precise mechanics for this effect are not known but it is believed that the sensing Empath must have recently held a [[Empath Healing|diagnostic link]] with the person.&lt;br /&gt;
&lt;br /&gt;
===Estimated threshholds===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Average&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Empath, same room&lt;br /&gt;
|-&lt;br /&gt;
| 50 || non-Empath&lt;br /&gt;
|-&lt;br /&gt;
| 75 || critter&lt;br /&gt;
|-&lt;br /&gt;
| 100 || details&lt;br /&gt;
|-&lt;br /&gt;
| 125 || Empath, adjacent room&lt;br /&gt;
|-&lt;br /&gt;
| 150 || non-Empath&lt;br /&gt;
|-&lt;br /&gt;
| 175 || critter&lt;br /&gt;
|-&lt;br /&gt;
| 200 || details&lt;br /&gt;
|-&lt;br /&gt;
| 275 || non-Empath two rooms away&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage and syntax==&lt;br /&gt;
:&#039;&#039;See {{com|Perceive|PERCEIVE command}} for full details&#039;&#039;&lt;br /&gt;
{{tt|PERCEIVE HEALTH}}, {{tt|POWER HEALTH}}, and {{tt|CONCENTRATE HEALTH}} are synonym commands so you may use whichever you prefer.&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health}}: This will display the life essences within range as determined by your skill.  It is possible to be stunned with a longish [[roundtime]] if there are a large number of life forces detected (the number increases with skill).&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health Self}}: This will display health information for your character, precisely as when diagnosing a patient.  The same skill check for detecting parasites or disease applies as if you were perceiving the health of others, but otherwise you will see all injuries on your character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health &amp;lt;Player&amp;gt;}}: This can be used to show the diagnostic health information of other players with whom the Empath currently has a {{tt|Persistent Link}}.&lt;br /&gt;
&lt;br /&gt;
==Perceive health messaging==&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=70%|Messaging&lt;br /&gt;
! width=30%|Meaning&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, a fellow Empath. || Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of an unseen fellow Empath. || hidden Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name. || non-Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| An unidentifiable presence. || hidden non-Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence is wavering. || &amp;gt;50% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence is almost extinguished. || &amp;gt;80% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence has a faint greenish tinge. || poisoned&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name. You also sense disturbing black streaks about his/her life essence.|| diseased&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A relatively healthy presence nearby. || healthy critter&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A malicious presence screeching in the far dark corner of your mind causes you to quickly open your eyes! || undead, evil, or cursed critter&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A wavering life essence nearby. || critter with &amp;gt;50% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of a secondary shadow about yourself. || blood critter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
This is from an Empath with 578 {{skill|Empathy}} and 487 {{skill|Attunement}}:&lt;br /&gt;
&amp;lt;pre&amp;gt;You sense:&lt;br /&gt;
    The presence of Player.&lt;br /&gt;
    An unidentifiable presence.&lt;br /&gt;
    The presence of PlayerTwo.&lt;br /&gt;
    The presence of PlayerThree, a fellow Empath.&lt;br /&gt;
    The presence of PlayerFour.&lt;br /&gt;
    The presence of PlayerFive.&lt;br /&gt;
    The presence of a wandering minstrel.&lt;br /&gt;
You sense (E, E) from your current position:&lt;br /&gt;
    The presence of an old blind beggar.&lt;br /&gt;
You sense (E, N, N, E, E) from your current position:&lt;br /&gt;
    The presence of a town guard.&lt;br /&gt;
You sense (S, W, W, S, S) from your current position:&lt;br /&gt;
    The presence of PlayerSix.&lt;br /&gt;
You sense (S, W, W, W, W) from your current position:&lt;br /&gt;
    The presence of a town guard.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timer==&lt;br /&gt;
&lt;br /&gt;
* There is a 20 second cooldown for using the PERCEIVE HEALTH command.&lt;br /&gt;
* The timer for PERCEIVE HEALTH is based your [[Intelligence]], [[Wisdom]], [[Attunement skill|attunement]] and [[Empathy skill|empathy]] skills, with a maximum of 120 seconds for the room.&lt;br /&gt;
* The timer is not triggered if no experience is gained from the attempt.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The types of things you can sense (see above list and table) appear every 50 combined ranks between Empathy and Attunement.  It is possible you may get lucky and see them very rarely before this point, but it appears to always be close to the 50-rank mark (within 20 ranks).&lt;br /&gt;
*The range you can sense seems to grow every 200 combined ranks in Empathy and Attunement.  It is similarly possible this will happen earlier than expected.&lt;br /&gt;
*The total number of individual essences you can sense is also limited by your skill.  If you exceed this amount, your senses will become overwhelmed and you will be stunned for a moderately long time.  Though it will not always happen, you can receive internal injury to your head and nerves.&lt;br /&gt;
*It should be noted that, when searching a large number of rooms at once at high level ability, this command is very resource intensive.&amp;lt;ref&amp;gt;[[Post:Core guild skills. - 11/27/2008 - 00:26:50]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Empath abilities}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Heal&amp;diff=693197</id>
		<title>Heal</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Heal&amp;diff=693197"/>
		<updated>2026-07-22T20:18:56Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Healing&lt;br /&gt;
|prereqs=[[Vitality Healing]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=A matrix built around the two fundamental healing spells, Heal attempts to locate and heal the worst wounds of the Empath over time, doing whatever correction is necessary to bring her body to wholeness.  The Empath can specifically cast it with wounds or scars in mind to focus the spell upon the worst injury of the given type, or allow it to do its best for both.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=periodically heals your worst wounds&lt;br /&gt;
|messaging=A wave of feverish heat settles into your flesh, the momentary surge of discomfort subsiding slowly into a warm feeling of heightened sensation.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
===Syntax===&lt;br /&gt;
:{{tt|CAST}}&lt;br /&gt;
:{{tt|CAST &amp;lt;WOUND{{!}}SCAR&amp;gt;}}&lt;br /&gt;
===Details===&lt;br /&gt;
*This spell will attempt to locate and heal the worst damage on the [[Empath]].&amp;lt;br&amp;gt;&lt;br /&gt;
:*If you do a general cast, it will look through both fresh wounds and scars for the worst wound.&amp;lt;br&amp;gt;&lt;br /&gt;
:*If you specify WOUND or SCAR, it will search for the worst damage of the type indicated.&amp;lt;br&amp;gt;&lt;br /&gt;
*Heal&#039;s effects persist after death.&lt;br /&gt;
*Heal will remain active when you are uninjured, waiting for wounds to trigger it, if you have the [[Adaptive Curing]] metaspell.&lt;br /&gt;
*HEAL is not intended to be a primary means of healing, although it may be used that way with sufficient skill. Its primary purpose is emergency healing in order to get the worst wounds under control immediately when you don&#039;t have the time/luxury/desire to try to work out your priorities yourself.  It will always heal the worst of your wounds, even if that wound is not visible.&amp;lt;br&amp;gt;&lt;br /&gt;
*Can be used when [[Empathic Shock|shocked]].&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stellar_Collector&amp;diff=693156</id>
		<title>Stellar Collector</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stellar_Collector&amp;diff=693156"/>
		<updated>2026-07-19T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=STC&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=61&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Fabrication&lt;br /&gt;
|prereqs=[[Avtalia Array]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Of all the Fabrication substances invented, Iridius crystal is perhaps the most versatile.  It takes well to many shapes and purposes, including the collection and storage of starlight energy.  The Stellar Collector apparatus is a highly useful application of this crystal, but it requires some sort of psychic transducer to sieve essence from light.&lt;br /&gt;
&lt;br /&gt;
The crystal&#039;s namesake, Iridius the Guide, was a priest-turned-demonologist of some infamy during the glory days of Throne City.  What makes him interesting to Traders is his ahead-of-his-time research into a fanciful yellow-green crystal to which he attributed numerous uses.  There are no records of him successfully creating such a thing -- he wasn&#039;t even a Lunar magician.  Still, his descriptions bore striking resemblance to what is possible today.  Any further information on Iridius himself that might have survived is kept under lock and key by the overlords of Throne City&#039;s carcass.&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=Allows collection and storage of starlight energy&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
Striated green and yellow lights pool in your palm, immiscible like oil and water, and you concentrate on drawing them together.&lt;br /&gt;
&lt;br /&gt;
Crystals begin to form within the lights you are holding, but then disperse into gaseous sparkle.&lt;br /&gt;
&lt;br /&gt;
With a hammer blow of your will, the lights you are holding meld, reorder, and crystallize into a roughly shaped hoop, thickening with inward branches until only a tiny gap is left in the center.&lt;br /&gt;
&lt;br /&gt;
Your Stellar Collector spell dissipates.&lt;br /&gt;
&lt;br /&gt;
You sense that your Stellar Collector has reached full capacity.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
* Requires unobscured starlight, an unobscured bright moon (Xibar or Yavash), or [[Starlight Aura]] to cast. [[Trader spell requirement is::starlightaurabrightmoon| ]]&lt;br /&gt;
* Will only recharge from unobscured starlight.&lt;br /&gt;
* Duration and charge percentage show up in the active spell window.&lt;br /&gt;
* Charge gain happens every 100 seconds. The amount gained per pulse increases with the mana put into the spell.&lt;br /&gt;
* Recasting the spell will refresh the duration and retain the charge.  This can be done even with the apparatus in another room.&lt;br /&gt;
* Will cause a stun and damage to anyone besides the trader who tries to pick it up&lt;br /&gt;
* {{com|STUDY}}:You think you can PUT something tiny in the apparatus, DROP the apparatus to let it start collecting starlight, or INVOKE it to take its collected starlight.&lt;br /&gt;
* {{com|DROP}}:You find someplace to hide your spun glass apparatus, making sure it still sees the sky. You drop a virescent yellow spun glass apparatus.&lt;br /&gt;
* {{com|INVOKE}}:With an instinctive, sharp inhalation, you draw the entirety of the apparatus&#039;s collected power into your starlight aura!&lt;br /&gt;
* You can pick it up and drop it somewhere else at any time.&lt;br /&gt;
* When invoked will only consume enough charge to max out your aura.&lt;br /&gt;
* NOTE It appears that once the Starlight Collector spell wears off, the apparatus can still be picked up, but once you LOOK at it or manipulate it it will disappear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Old info &amp;amp; messaging: &lt;br /&gt;
*&amp;lt;s&amp;gt;Requires a clear tessera to functon&amp;lt;/s&amp;gt; No longer requires a tessera.&lt;br /&gt;
* &amp;lt;s&amp;gt;The tessera needs to be placed inside the apparatus in order to work.&amp;lt;/s&amp;gt;&lt;br /&gt;
* {{com|DROP}}: (without a Tessera)You find someplace to hide your spun glass apparatus, though you realize it will need some sort of psychic transducer to sieve essence from light.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=693145</id>
		<title>Embrace of the Vela&#039;Tohr</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Embrace_of_the_Vela%27Tohr&amp;diff=693145"/>
		<updated>2026-07-18T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Embrace of the Vela&#039;tohr&lt;br /&gt;
|abbrev=EV&lt;br /&gt;
|minprep=300&lt;br /&gt;
|castcap=800&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=Circle 40 and [[Circle of Sympathy]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The Embrace of the Vela&#039;Tohr reminds us of the sacrifice and warmth of this sentient flora.  The pattern creates an ethereal plant which is capable of healing those that need its aid, and the Empath can in turn heal their created plant.  This may prove useful in assisting individuals when the Empath cannot be physically present.  The Empath can return at a later point in time, or recasting the spell will recreate the plant nearby, wounds and all.  Communal by nature, the plants will seek one another locally and form a thicket.  Any caster should be aware, this spell is a ritual spell and will require a ritual focus to successfully cast.&lt;br /&gt;
|buffs=-&lt;br /&gt;
|debuffs=-&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Wound heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=allows Empath to heal remotely via a conjured vela&#039;tohr plant&lt;br /&gt;
|messaging=&#039;&#039;&#039;Casting&#039;&#039;&#039;: As you gesture an ethereal vela&#039;tohr plant forms and grows before you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as an empath&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* Your plant, dependent on the plant health:&lt;br /&gt;
** You feel a slight warmth that quickly fades, indicating your plant has no need of healing.&lt;br /&gt;
** You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body locations&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier! &amp;lt;br&amp;gt; (&#039;&#039;&#039;round time and teaches [[Empathy]] while giving corresponding wounds on your body&#039;&#039;&#039;)&lt;br /&gt;
* Another empath&#039;s plant:&lt;br /&gt;
** &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Touch Plant&#039;&#039;&#039; (&#039;&#039;as a patient&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* (&#039;&#039;initial&#039;&#039;): You reach out to touch an ethereal vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and the vela&#039;tohr plant.&lt;br /&gt;
* (&#039;&#039;healing pulse&#039;&#039;): Your wounds tingle in cool relief and an ethereal vela&#039;tohr plant in the thicket rustles in apparent pain.&lt;br /&gt;
* (&#039;&#039;completed&#039;&#039;): The last of your wounds knit shut, a cool wave of relief washing over you.  The plant rustles a bit, and you sense its job is complete as it gently pushes away the shared connection.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ending&#039;&#039;&#039;: You feel the Embrace of the Vela&#039;Tohr spell fade away.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PERCEIVE&#039;&#039;&#039; (&#039;&#039;as an empath&#039;&#039;): &amp;lt;br&amp;gt;&lt;br /&gt;
* You sense that you&#039;re currently linked to a Vela&#039;Tohr plant located at [Room Name].&lt;br /&gt;
** 0 (6/6)&lt;br /&gt;
**You sense the Embrace of the Vela&#039;Tohr spell upon you, which will last for about (number) roisaen.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Ritual spells]] may require the use of a [[Focus (item)|ritual focus]].&lt;br /&gt;
* The [[Magical feats|magical feat]] Improvised Rituals is required for use of universal ritual [[Focus (item)|focii]] such as the [[Item:Lapis lazuli tree statuette|Lapis lazuli tree statuette]].&lt;br /&gt;
* Released for Premium preview in 446 (July 2023).&lt;br /&gt;
* Patients can TOUCH a plant/thicket to begin being healed.  You must remain in the room and out of combat for the healing to continue.&lt;br /&gt;
* Other empaths can not be healed by the plants/thickets.&lt;br /&gt;
* The plant has a healing limit and will despawn (messaging its creator) once reached.&lt;br /&gt;
* You can recast the spell at any time to move the plant to your current location.&lt;br /&gt;
* The amount of damage the plant has taken on is persistent through recasts and player death.&lt;br /&gt;
* The creator can TAP, TOUCH, PULL, or HUG their plant to heal it, taking on progressively larger/more numerous wounds.&lt;br /&gt;
* The plant will disappear when the empath logs out of the game.&lt;br /&gt;
* You cannot cast this spell with ANY amount of shock. (excluding shock scar)&lt;br /&gt;
* This spell plays off the lore surrounding the [[Vela&#039;tohr plant]]s found around Elanthia.&lt;br /&gt;
* A corpse may be healed by the plant if someone POINTS PLANT AT [CORPSE].&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
* {{com|study}}: Empathically linked to its creator, the vela&#039;tohr plant is capable of healing, albeit slowly, non-Empaths who avail themselves to its abilities.  You recognize this plant as your own, and feel that you could transfer its injuries to yourself via a {{com|tap}}, {{com|touch}}, {{com|pull}}, or {{com|hug}}, the increased contact increasing the amount of wounds transferred.  Be careful, the vela&#039;tohr plants are sturdy, and capable of withstanding significant damage!&lt;br /&gt;
* {{com|look}}: &lt;br /&gt;
: The vela&#039;tohr plant is a large, stalky bush.  Its thick stem supports numerous coiled tendrils, which sway gently as if searching for something.  Giant dark green leaves yawn open from the base of the stalk, revealing a myriad of brilliant flowers.&lt;br /&gt;
: The plant &#039;&#039;&amp;lt;health message&amp;gt;&#039;&#039;.&lt;br /&gt;
:* possible health messages from least to most damage:&lt;br /&gt;
::* &#039;&#039;The plant appears to be in good condition.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has some scrapes and discolorations along the leaves and stem.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has several torn leaves, and the main stem bears some cuts that are leaking green sap.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant shivers periodically, torn leaves and broken stems hanging limply as sap drips from its wounds.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has pulled into itself under shredded leaves and oozing stems.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;The plant has coiled itself into a tight ball, the remains of its shredded leaves sticking to sap encrusted stems.&#039;&#039;&lt;br /&gt;
* All four of the &amp;quot;healing&amp;quot; verbs have the same initial message.  They are different on how much the empath heals the plant, with TAP taking a small amount of damage, HUG taking a very large amount of damage and TOUCH &amp;amp; PULL moderate amounts.  The messaging is:&lt;br /&gt;
: You reach out to touch your vela&#039;tohr plant and it extends a green branch, soft leaves curling against your flesh with a cool tingle.  You feel an empathic connection forming between you and your vela&#039;tohr plant.  There is a burst of pain as your &#039;&#039;&amp;lt;body parts&amp;gt;&#039;&#039; erupt in agony and blossom with wounds!  Your vela&#039;tohr plant looks healthier!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alterations==&lt;br /&gt;
* [[Endalar]] can [[Alteration|alter]] the appearance of the plants, using the following [[Alteration/Embrace_of_the_Vela&#039;tohr|guidelines]].&lt;br /&gt;
* The shop [[Adaptive Botany]] offers alternate appearances for the plants.&lt;br /&gt;
&lt;br /&gt;
===Altered Plants===&lt;br /&gt;
&lt;br /&gt;
The following Empaths have worked with Endalar to cultivate unique plants (aka, they have custom altered descriptions).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Empath&#039;s Name!!Appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Huebald]]||squat ethereal vela&#039;tohr plant with a softly glowing heart and beckoning vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Phierre]]||wiry vela&#039;tohr plant with a phantasmal raven hopping through its tangled vines&lt;br /&gt;
|-&lt;br /&gt;
|[[Kythryn]]||wild vela&#039;tohr plant awash with vibrant color&lt;br /&gt;
|-&lt;br /&gt;
|[[Erisande]]||tulip-shaped vela&#039;tohr shrub clouded with violet butterflies&lt;br /&gt;
|-&lt;br /&gt;
|[[Allye]]||rambling vela&#039;tohr plant with cupped cordate leaves cradling golden nectar&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Play.net Posts==&lt;br /&gt;
{{PostLink}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693094</id>
		<title>Item:Chubby clay piggy bank with gemstone eyes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693094"/>
		<updated>2026-07-18T02:13:54Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=chubby clay piggy bank with &amp;lt;gemstone&amp;gt; eyes&lt;br /&gt;
|noun=bank&lt;br /&gt;
|look=The figurine&#039;s pointed ears and round, full belly give it a well-fed appearance.  A curly tail composed of yarn hangs from its backside.&lt;br /&gt;
|MTag=clay,yarn&lt;br /&gt;
|STag=piggy bank,piggy,eye,pointed ear, curly tail&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|type=moneybelt&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=-&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=1,250&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|imax=20&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
{{EditConsolidation}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This is a single use coin bank.&lt;br /&gt;
* Holds 20 coins&lt;br /&gt;
* Can receive coins more than once.&lt;br /&gt;
* Can be placed in / on home furniture even when full.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|study}}: &lt;br /&gt;
: You&#039;re sure you can PUT &amp;lt;number&amp;gt; &amp;lt;metal&amp;gt; &amp;lt;currency&amp;gt; IN your piggy bank.&lt;br /&gt;
: You&#039;re sure you can BREAK it to get the money out (though you&#039;ll destroy your bank if you do).  You think you can also SHAKE it, PULL it or POKE it.&lt;br /&gt;
* {{com|put}}: You slip a platinum coin in a chubby clay piggy bank with saffron topaz eyes.  The coins rattle and clank a bit before settling down to rest in the pig&#039;s belly.  Its curly yarn tail spins around appreciatively!&lt;br /&gt;
* {{com|shake}}: You turn your piggy bank upside down and shake it vigorously.  A single coin rattles forlornly within.&lt;br /&gt;
* {{com|pull}}: You pull the curly yarn tail on your piggy bank.  Oink!&lt;br /&gt;
* {{com|poke}}: You poke at the chubby belly on your piggy bank.  Bacon!&lt;br /&gt;
* {{com|break}}: (break my bank with my &amp;quot;weapon name&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Bank Variations==&lt;br /&gt;
An example of a piggy bank is &#039;&#039;a chubby clay piggy bank with &#039;&#039;&#039;saffron topaz&#039;&#039;&#039; eyes.&#039;&#039;&lt;br /&gt;
{{BEGems}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693093</id>
		<title>Item:Chubby clay piggy bank with gemstone eyes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693093"/>
		<updated>2026-07-18T02:13:21Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=chubby clay piggy bank with &amp;lt;gemstone&amp;gt; eyes&lt;br /&gt;
|noun=bank&lt;br /&gt;
|look=The figurine&#039;s pointed ears and round, full belly give it a well-fed appearance.  A curly tail composed of yarn hangs from its backside.&lt;br /&gt;
|MTag=clay,yarn&lt;br /&gt;
|STag=piggy bank,piggy,eye,pointed ear, curly tail&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|type=moneybelt&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=-&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=1,250&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
{{EditConsolidation}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This is a single use coin bank.&lt;br /&gt;
* Holds 20 coins&lt;br /&gt;
* Can receive coins more than once.&lt;br /&gt;
* Can be placed in / on home furniture even when full.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|study}}: &lt;br /&gt;
: You&#039;re sure you can PUT &amp;lt;number&amp;gt; &amp;lt;metal&amp;gt; &amp;lt;currency&amp;gt; IN your piggy bank.&lt;br /&gt;
: You&#039;re sure you can BREAK it to get the money out (though you&#039;ll destroy your bank if you do).  You think you can also SHAKE it, PULL it or POKE it.&lt;br /&gt;
* {{com|put}}: You slip a platinum coin in a chubby clay piggy bank with saffron topaz eyes.  The coins rattle and clank a bit before settling down to rest in the pig&#039;s belly.  Its curly yarn tail spins around appreciatively!&lt;br /&gt;
* {{com|shake}}: You turn your piggy bank upside down and shake it vigorously.  A single coin rattles forlornly within.&lt;br /&gt;
* {{com|pull}}: You pull the curly yarn tail on your piggy bank.  Oink!&lt;br /&gt;
* {{com|poke}}: You poke at the chubby belly on your piggy bank.  Bacon!&lt;br /&gt;
* {{com|break}}: (break my bank with my &amp;quot;weapon name&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Bank Variations==&lt;br /&gt;
An example of a piggy bank is &#039;&#039;a chubby clay piggy bank with &#039;&#039;&#039;saffron topaz&#039;&#039;&#039; eyes.&#039;&#039;&lt;br /&gt;
{{BEGems}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693092</id>
		<title>Item:Chubby clay piggy bank with gemstone eyes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Chubby_clay_piggy_bank_with_gemstone_eyes&amp;diff=693092"/>
		<updated>2026-07-18T02:12:16Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=chubby clay piggy bank with &amp;lt;gemstone&amp;gt; eyes&lt;br /&gt;
|noun=bank&lt;br /&gt;
|look=The figurine&#039;s pointed ears and round, full belly give it a well-fed appearance.  A curly tail composed of yarn hangs from its backside.&lt;br /&gt;
|MTag=clay,yarn&lt;br /&gt;
|STag=piggy bank,piggy,eye,pointed ear, curly tail&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|type=moneybelt&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=-&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=1,250&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
{{EditConsolidation}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This is a single use coin bank.&lt;br /&gt;
* Holds 20 coins&lt;br /&gt;
* Can receive coins more than once.&lt;br /&gt;
* Can be placed in / on home furniture even when full.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|study}}: &lt;br /&gt;
: You&#039;re sure you can PUT &amp;lt;number&amp;gt; &amp;lt;metal&amp;gt; &amp;lt;currency&amp;gt; IN your piggy bank.&lt;br /&gt;
: You&#039;re sure you can BREAK it to get the money out (though you&#039;ll destroy your bank if you do).  You think you can also SHAKE it, PULL it or POKE it.&lt;br /&gt;
* {{com|put}}: You slip a platinum coin in a chubby clay piggy bank with saffron topaz eyes.  The coins rattle and clank a bit before settling down to rest in the pig&#039;s belly.  Its curly yarn tail spins around appreciatively!&lt;br /&gt;
* {{com|shake}}: You turn your piggy bank upside down and shake it vigorously.  A single coin rattles forlornly within.&lt;br /&gt;
* {{com|pull}}: You pull the curly yarn tail on your piggy bank.  Oink!&lt;br /&gt;
* {{com|poke}}: You poke at the chubby belly on your piggy bank.  Bacon!&lt;br /&gt;
* {{com|break}}: (break my bank with my &amp;quot;weapon name&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Bank Variations==&lt;br /&gt;
An example of a piggy bank is &#039;&#039;a chubby clay piggy bank with &#039;&#039;&#039;saffron topaz&#039;&#039;&#039; eyes.&#039;&#039;&lt;br /&gt;
{{BEGems}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perceive_health&amp;diff=693045</id>
		<title>Perceive health</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perceive_health&amp;diff=693045"/>
		<updated>2026-07-16T11:54:27Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Undo revision 613346 by CARLILES (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Perceive Health&#039;&#039;&#039; is the [[guild association is::Empath]]-only [[page type is::ability]] to {{com|perceive}} the life essences of the people and animals (and some highly-evolved intelligent plantlife) around them.  This action trains the [[Empathy skill|empathy]] and [[Attunement skill|attunement]] skills.  With increased skill, the sensations gain clarity and allow the Empath to detect additional qualities of perceived individuals, such as whether they are hiding, have a disease or low vitality, are poisoned, etc.&lt;br /&gt;
&lt;br /&gt;
Empaths may also use their perception to check if a creature is living, [[undead]] or a [[construct]]. See the {{com|perceive}} for more information and syntax.&lt;br /&gt;
&lt;br /&gt;
==Sensitivity range==&lt;br /&gt;
While the exact formula is not known, it is believed that sensitivity range increases by one room for every 200 combined ranks of Empathy and Attunement.  Unlike the similar {{com|hunt}}, there is no known upper cap on the effective range, and supremely skilled Empaths can sense and identify life forces more than 10 rooms away.  There is also no {{skill|perception}} check so hidden or invisible beings will be sensed without fail (but not identified) as long as they are within the Empath&#039;s sensitivity range.  There is also no known way to impersonate a life force to make it appear as if it were another&#039;s.&lt;br /&gt;
&lt;br /&gt;
Most [[NPC]]&#039;s such as shop owners and town guards can be perceived, and all critters.&lt;br /&gt;
&lt;br /&gt;
Under rare circumstances, perceive health can trigger passively to sense single individuals without the Empath activating the check.  The precise mechanics for this effect are not known but it is believed that the sensing Empath must have recently held a [[Empath Healing|diagnostic link]] with the person.&lt;br /&gt;
&lt;br /&gt;
===Estimated threshholds===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Average&lt;br /&gt;
! Ability&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Empath, same room&lt;br /&gt;
|-&lt;br /&gt;
| 50 || non-Empath&lt;br /&gt;
|-&lt;br /&gt;
| 75 || critter&lt;br /&gt;
|-&lt;br /&gt;
| 100 || details&lt;br /&gt;
|-&lt;br /&gt;
| 125 || Empath, adjacent room&lt;br /&gt;
|-&lt;br /&gt;
| 150 || non-Empath&lt;br /&gt;
|-&lt;br /&gt;
| 175 || critter&lt;br /&gt;
|-&lt;br /&gt;
| 200 || details&lt;br /&gt;
|-&lt;br /&gt;
| 275 || non-Empath two rooms away&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage and syntax==&lt;br /&gt;
:&#039;&#039;See {{com|Perceive|PERCEIVE command}} for full details&#039;&#039;&lt;br /&gt;
{{tt|PERCEIVE HEALTH}}, {{tt|POWER HEALTH}}, and {{tt|CONCENTRATE HEALTH}} are synonym commands so you may use whichever you prefer.&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health}}: This will display the life essences within range as determined by your skill.  It is possible to be stunned with a longish [[roundtime]] if there are a large number of life forces detected (the number increases with skill).&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health Self}}: This will display health information for your character, precisely as when diagnosing a patient.  The same skill check for detecting parasites or disease applies as if you were perceiving the health of others, but otherwise you will see all injuries on your character&#039;s body.&lt;br /&gt;
&lt;br /&gt;
*{{tt|Perceive Health &amp;lt;Player&amp;gt;}}: This can be used to show the diagnostic health information of other players with whom the Empath currently has a {{tt|Persistent Link}}.&lt;br /&gt;
&lt;br /&gt;
==Perceive health messaging==&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=70%|Messaging&lt;br /&gt;
! width=30%|Meaning&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, a fellow Empath. || Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of an unseen fellow Empath. || hidden Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name. || non-Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| An unidentifiable presence. || hidden non-Empath&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence is wavering. || &amp;gt;50% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence is almost extinguished. || &amp;gt;80% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name, whose life essence has a faint greenish tinge. || poisoned&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of Name. You also sense disturbing black streaks about his/her life essence.|| diseased&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A relatively healthy presence nearby. || healthy critter&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A malicious presence screeching in the far dark corner of your mind causes you to quickly open your eyes! || undead, evil, or cursed critter&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| A wavering life essence nearby. || critter with &amp;gt;50% vitality loss&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| The presence of a secondary shadow about yourself. || blood critter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
This is from an Empath with 578 {{skill|Empathy}} and 487 {{skill|Attunement}}:&lt;br /&gt;
&amp;lt;pre&amp;gt;You sense:&lt;br /&gt;
    The presence of Player.&lt;br /&gt;
    An unidentifiable presence.&lt;br /&gt;
    The presence of PlayerTwo.&lt;br /&gt;
    The presence of PlayerThree, a fellow Empath.&lt;br /&gt;
    The presence of PlayerFour.&lt;br /&gt;
    The presence of PlayerFive.&lt;br /&gt;
    The presence of a wandering minstrel.&lt;br /&gt;
You sense (E, E) from your current position:&lt;br /&gt;
    The presence of an old blind beggar.&lt;br /&gt;
You sense (E, N, N, E, E) from your current position:&lt;br /&gt;
    The presence of a town guard.&lt;br /&gt;
You sense (S, W, W, S, S) from your current position:&lt;br /&gt;
    The presence of PlayerSix.&lt;br /&gt;
You sense (S, W, W, W, W) from your current position:&lt;br /&gt;
    The presence of a town guard.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timer==&lt;br /&gt;
&lt;br /&gt;
* There is a 20 second cooldown for using the PERCEIVE HEALTH command.&lt;br /&gt;
* The timer for PERCEIVE HEALTH is based your [[Intelligence]], [[Wisdom]], [[Attunement skill|attunement]] and [[Empathy skill|empathy]] skills, with a maximum of 500 seconds for the room.&lt;br /&gt;
* The timer is not triggered if no experience is gained from the attempt.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The types of things you can sense (see above list and table) appear every 50 combined ranks between Empathy and Attunement.  It is possible you may get lucky and see them very rarely before this point, but it appears to always be close to the 50-rank mark (within 20 ranks).&lt;br /&gt;
*The range you can sense seems to grow every 200 combined ranks in Empathy and Attunement.  It is similarly possible this will happen earlier than expected.&lt;br /&gt;
*The total number of individual essences you can sense is also limited by your skill.  If you exceed this amount, your senses will become overwhelmed and you will be stunned for a moderately long time.  Though it will not always happen, you can receive internal injury to your head and nerves.&lt;br /&gt;
*It should be noted that, when searching a large number of rooms at once at high level ability, this command is very resource intensive.&amp;lt;ref&amp;gt;[[Post:Core guild skills. - 11/27/2008 - 00:26:50]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Empath abilities}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dragon_Priest&amp;diff=692967</id>
		<title>Dragon Priest</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dragon_Priest&amp;diff=692967"/>
		<updated>2026-07-11T19:48:36Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Cleanup of Robed Priest/Priestess&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 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)_(1)|Robed Dragon Priest/Priestess (Tier 1)]]&lt;br /&gt;
*[[Robed Dragon Priest(ess)_(2)|Robed Dragon Priest/Priestess (Tier 2)]]&lt;br /&gt;
&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=Boost_command&amp;diff=692864</id>
		<title>Boost command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Boost_command&amp;diff=692864"/>
		<updated>2026-07-02T11:04:44Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This command was released in 2022 as part of the [[Login rewards]] system.&lt;br /&gt;
&lt;br /&gt;
The {{com|BOOST}} verb allows you to see information about your current placement in the Login Rewards cycle, the number of Login Bridges you have, the number of each reward you currently have accumulated, and more!&lt;br /&gt;
&lt;br /&gt;
Login Bridges help you maintain your login streak in case you can&#039;t log in for a period of time.  If a bridge is consumed, your streak will be maintained for the day(s) you missed that are covered by the bridge(s), but you will not earn the rewards from those days.  Login Bridges can be earned by reaching certain milestones within the cycle, or they can be purchased from the SimuCoin store.  To manage your login bridge settings, check BOOST BRIDGE.&lt;br /&gt;
&lt;br /&gt;
Using BOOST alone will show your current streak and login bridge settings as well as your accumulated awards sorted alphabetically for easier spotting.  To see the list by cycle placement, you can check BOOST SCHEDULE.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==={{com|boost}}===&lt;br /&gt;
Displays your login reward information.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Your Login Rewards information:&lt;br /&gt;
    Current login streak : &amp;lt;number&amp;gt; days&lt;br /&gt;
&lt;br /&gt;
Login Bridge Information :&lt;br /&gt;
    Login Bridges earned : 0&lt;br /&gt;
 Minimum Days before use : none set&lt;br /&gt;
  Maximum to use at once : none set&lt;br /&gt;
[You can manage your login bridge settings with BOOST BRIDGE.]&lt;br /&gt;
&lt;br /&gt;
You have the following boosts available to use:&lt;br /&gt;
      &amp;lt;***list here will vary as you accumulate rewards***&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have the following active boosts:&lt;br /&gt;
  No active boosts.&lt;br /&gt;
&lt;br /&gt;
[You can type BOOST HELP for additional information.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{tt|boost bridge}}===&lt;br /&gt;
A Login Bridge allows you to miss a day of logging in yet continue your Login Rewards streak.  Login Bridges must be configured BEFORE you need them -- once you are processed (if logged in during the midnight date change or your next login if after that), you cannot retroactively apply a bridge.&lt;br /&gt;
&lt;br /&gt;
In order to use a Login Bridge, you must configure BOTH the minimum streak to achieve before using a Login Bridge AND the maximum number of Login Bridges you wish to use at once.&lt;br /&gt;
&lt;br /&gt;
====Boost Bridge Minimum====&lt;br /&gt;
This is the minimum number of days in a login streak before you expend a login bridge.  This number must be between 1 and 30, inclusive.  For example, if you do not want to expend a login bridge until you login for at least 7 days in a row, then you should specify 7.&lt;br /&gt;
&lt;br /&gt;
[Use BOOST BRIDGE MIN {#}, where # is 1-30.  To turn off using Login Bridges, use BOOST BRIDGE MIN 30.  To use a Login Bridge whenever possible, use BOOST BRIDGE MIN 1.]&lt;br /&gt;
&lt;br /&gt;
====Boost Bridge Maximum====&lt;br /&gt;
This is the maximum number of login bridges that you are willing to expend at one time.  This number may be between 1 and 29, inclusive.  For example, if you specify a maximum of 3 and have a login streak, you may miss up to 3 daily logins in a row and continue your streak, provided that you have at least 3 login bridges stockpiled (which will then be consumed) to cover those missed days.&lt;br /&gt;
&lt;br /&gt;
[Use BOOST BRIDGE MAX {#}, where # is 1-29.  To always use as many Login Bridges as possible to maintain a streak, use BOOST BRIDGE MAX 29.]&lt;br /&gt;
&lt;br /&gt;
====Purchasing Additional Bridges====&lt;br /&gt;
You may use BOOST BRIDGE PURCHASE to spend 250 SimuCoins to purchase 5 additional bridges.  You *must* have the SimuCoins to make this purchase.  If you recently purchased SimuCoins since this character&#039;s last login, you may need to log out and back in to update the character.&lt;br /&gt;
&lt;br /&gt;
==Rewards Schedule==&lt;br /&gt;
Visible via {{tt|boost schedule}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
! style=max-width:6em | Day&lt;br /&gt;
! Subscriber Reward&lt;br /&gt;
! F2P Reward&lt;br /&gt;
! style=max-width:12em | Premium Uses&lt;br /&gt;
! style=max-width:12em | Standard Uses&lt;br /&gt;
! style=max-width:12em | F2P Uses (Max)&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| colspan=2 | 2 Hours No TASK Cooldown&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| colspan=2 | 1 Hour Bonus Resource Recovery&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| colspan=2 | Collector&#039;s Bag&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| colspan=2 | Urchin Guide&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Memory Orb (50%)&lt;br /&gt;
| Memory Orb (25%)&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| colspan=2 | Urchin Runner&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| colspan=2 | Lesser Luck&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| colspan=2 | 1-hour Featherstone&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| colspan=2 | Experience Drain&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| colspan=2 | Skill Boost 15%, 40 Minutes&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| colspan=2 | Stat Boost +5, 1 Hour&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| colspan=2 | Urchin Guide&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| colspan=2 | Login Bridge&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Translocation Orb&lt;br /&gt;
| 4-Hour Travel Visa&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 6)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Greater Luck&lt;br /&gt;
| Lesser Luck&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| colspan=2 | RPA Points&lt;br /&gt;
| +8&lt;br /&gt;
| +4&lt;br /&gt;
| +2 (Max 5)&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| colspan=2 | Urchin Runner&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| colspan=2 | 1 Hour Featherstone&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| +2 (Max 3) &lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Repair Weapons/Armor/Tools&lt;br /&gt;
| Held Only&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| colspan=2 | 1 Hour Bonus Resource Recovery&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| +2 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| colspan=2 | Death&#039;s Sting Removal&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| colspan=2 | Experience Drain&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Crafting Material Grabbag&lt;br /&gt;
| Special Treasure Box&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| colspan=2 | Login Bridge&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| colspan=2 | RPA Points&lt;br /&gt;
| +12&lt;br /&gt;
| +6&lt;br /&gt;
| +3 (Max 5)&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Translocation Orb&lt;br /&gt;
| 4-Hour Travel Visa&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1 (Max 6)&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| HEALME Charge&lt;br /&gt;
| 1 Day Bank Cap Removal&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| colspan=2 | 1 Hour Minor Haste&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Nexus Activation&lt;br /&gt;
| 6-Hour Treasure Find Boost&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| REXP Refill+Reset&lt;br /&gt;
| 2 Hours Bonused EXP&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1 (Max 3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Standard Account===&lt;br /&gt;
:Day 1:  +2 -- 2-Hours of No TASK Cooldown -- Skip the downtime between completing a TASK and getting the next one.&lt;br /&gt;
:Day 2:  +2 -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 3:  +1 -- Collector Bag -- Contains 1-2 each of Imperial diras, collector cards and dyes.&lt;br /&gt;
:Day 4:  +2 -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 5:  +1 -- A Memory Orb (50%) -- Grants a memory orb that converts 50% field exp of a chosen skill into ranks.&lt;br /&gt;
:Day 6:  +1 -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 7:  +1 -- Lesser Luck -- Slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 8:  +2 -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 9:  +1 -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 10: +1 -- Skill Boost -- Choose a skill to gain a 15% boost for 40 minutes.  (This respects global caps!)&lt;br /&gt;
:Day 11: +1 -- +5 to a Stat -- Gain a small bonus to your chosen stat for 1 hour.&lt;br /&gt;
:Day 12: +4 -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 13: +1 -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 14: +2 -- Translocation Orb -- Gain a translocation orb for quick travel between a few main cities around the realms.&lt;br /&gt;
:Day 15: +1 -- Greater Luck -- Less-slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 16: +4 -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 17: +2 -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 18: +4 -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 19: +2 -- Repair Worn and/or Held Items -- Repairs held or worn weapons, armor or crafting tools.  Consumes 1 point for each type individually, or 3 points for all.&lt;br /&gt;
:Day 20: +4 -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 21: +2 -- Death&#039;s Sting Removal -- Removes 50% of whatever current death sting time remaining you have.&lt;br /&gt;
:Day 22: +2 -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 23: +1 -- Crafting Material Grabbag -- Contains an entirely randomly generated crafting material (ultra common up to ultra rare).&lt;br /&gt;
:Day 24: +1 -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 25: +6 -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 26: +2 -- Translocation Orb -- Gain a translocation orb for quick travel between a few main cities around the realms.&lt;br /&gt;
:Day 27: +1 -- HEALME Charge -- Adds uses of HEALME (shows up in INFO) for complete healing.&lt;br /&gt;
:Day 28: +1 -- 1-Hour Minor Haste -- All roundtimes are reduced by 1 second, but cannot be entirely eliminated.&lt;br /&gt;
:Day 29: +1 -- Nexus Activation -- Instantly empower a Nexus point for 1 hour.&lt;br /&gt;
:Day 30: +1 -- Rested EXP Refill/Reset -- Completely refills your rested experience pool, *and* resets your daily cycle reset time.&lt;br /&gt;
&lt;br /&gt;
===Premium/Platinum Account===&lt;br /&gt;
As a Premium subscriber, many of your rewards are bonused above what the Basic tier receives.&lt;br /&gt;
:Day 1:  +4 -- 2-Hours of No TASK Cooldown -- Skip the downtime between completing a TASK and getting the next one.&lt;br /&gt;
:Day 2:  +2 -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 3:  +1 -- Collector Bag -- Contains 1-2 each of Imperial diras, collector cards and dyes.&lt;br /&gt;
:Day 4:  +2 -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 5:  +1 -- A Memory Orb (50%) -- Grants a memory orb that converts 50% field exp of a chosen skill into ranks.&lt;br /&gt;
:Day 6:  +2 -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 7:  +1 -- Lesser Luck -- Slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 8:  +3 -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 9:  +2 -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 10: +1 -- Skill Boost -- Choose a skill to gain a 15% boost for 40 minutes.  (This respects global caps!)&lt;br /&gt;
:Day 11: +1 -- +5 to a Stat -- Gain a small bonus to your chosen stat for 1 hour.&lt;br /&gt;
:Day 12: +6 -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 13: +1 -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 14: +3 -- Translocation Orb -- Gain a translocation orb for quick travel between a few main cities around the realms.&lt;br /&gt;
:Day 15: +1 -- Greater Luck -- Less-slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 16: +8 -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 17: +4 -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 18: +6 -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 19: +3 -- Repair Worn and/or Held Items -- Repairs held or worn weapons, armor or crafting tools.  Consumes 1 point for each type individually, or 3 points for all.&lt;br /&gt;
:Day 20: +6 -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 21: +3 -- Death&#039;s Sting Removal -- Removes 50% of whatever current death sting time remaining you have.&lt;br /&gt;
:Day 22: +4 -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 23: +1 -- Crafting Material Grabbag -- Contains an entirely randomly generated crafting material (ultra common up to ultra rare).&lt;br /&gt;
:Day 24: +2 -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 25: +12 -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 26: +3 -- Translocation Orb -- Gain a translocation orb for quick travel between a few main cities around the realms.&lt;br /&gt;
:Day 27: +1 -- HEALME Charge -- Adds uses of HEALME (shows up in INFO) for complete healing.&lt;br /&gt;
:Day 28: +1 -- 1-Hour Minor Haste -- All roundtimes are reduced by 1 second, but cannot be entirely eliminated.&lt;br /&gt;
:Day 29: +1 -- Nexus Activation -- Instantly empower a Nexus point for 1 hour.&lt;br /&gt;
:Day 30: +1 -- Rested EXP Refill/Reset -- Completely refills your rested experience pool, *and* resets your daily cycle reset time.&lt;br /&gt;
&lt;br /&gt;
===F2P Account===&lt;br /&gt;
F2P accounts cannot go over their bonus caps, so be sure to use rewards to avoid missing future ones!&lt;br /&gt;
:Day 1:  +1 [F2P Cap: 3] -- 2-Hours of No TASK Cooldown -- Skip the downtime between completing a TASK and getting the next one.&lt;br /&gt;
:Day 2:  +1 [F2P Cap: 3] -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 3:  +1 [F2P Cap: 3] -- Collector Bag -- Contains 1-2 each of Imperial diras, collector cards and dyes.&lt;br /&gt;
:Day 4:  +1 [F2P Cap: 3] -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 5:  +1 [F2P Cap: 3] -- A Memory Orb (25%) -- Grants a memory orb that converts 25% field exp of a chosen skill into ranks.&lt;br /&gt;
:Day 6:  +1 [F2P Cap: 3] -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 7:  +1 [F2P Cap: 3] -- Lesser Luck -- Slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 8:  +1 [F2P Cap: 3] -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 9:  +1 [F2P Cap: 3] -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 10: +1 [F2P Cap: 3] -- Skill Boost -- Choose a skill to gain a 15% boost for 40 minutes.  (This respects global caps!)&lt;br /&gt;
:Day 11: +1 [F2P Cap: 3] -- +5 to a Stat -- Gain a small bonus to your chosen stat for 1 hour.&lt;br /&gt;
:Day 12: +1 [F2P Cap: 3] -- Urchin Guide -- Adds uses of URCHIN guides (shows up in INFO) to quickly travel within your current province.&lt;br /&gt;
:Day 13: +1 [F2P Cap: N/A] -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 14: +1 [F2P Cap: 6] -- 4-Hour Travel Visa -- Gain a travel visa to Therengia, Ilithi, Qi or Forfedhdar that lasts for 4 hours.&lt;br /&gt;
:Day 15: +1 [F2P Cap: 3] -- Lesser Luck -- Slightly modify your random rolls more favorably for participating systems.&lt;br /&gt;
:Day 16: +2 [F2P Cap: 5] -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 17: +1 [F2P Cap: 3] -- Urchin Runner -- Adds uses of urchin runners (shows up in INFO) for remote bank, vault, registration, and other services.&lt;br /&gt;
:Day 18: +2 [F2P Cap: 3] -- 1-hour Featherstone -- Adds an effect similar to Ease Burden to lessen your encumbrance for 1 hour.&lt;br /&gt;
:Day 19: +1 [F2P Cap: 3] -- Repair Held Items -- Repairs held weapons, armor or crafting tools.  Consumes 1 point per item.&lt;br /&gt;
:Day 20: +2 [F2P Cap: 3] -- 1-Hour of Bonus Resource Recovery -- Increase your choice of fatigue, vitality, spirit, concentration or mana regen by 10% for 1 hour.&lt;br /&gt;
:Day 21: +1 [F2P Cap: 3] -- Death&#039;s Sting Removal -- Removes 50% of whatever current death sting time remaining you have.&lt;br /&gt;
:Day 22: +1 [F2P Cap: 3] -- Experience Drain -- Triggers the login drain mechanics to instantly drain 100% of all field exp you have.  Does not benefit from rested exp.&lt;br /&gt;
:Day 23: +1 [F2P Cap: 3] -- Treasure Box -- Gain a special treasure box that flexes (roughly) to your ability!&lt;br /&gt;
:Day 24: +1 [F2P Cap: N/A] -- Login Bridge -- Allows you to miss logging in without breaking your streak.  See BOOST BRIDGE for more info.&lt;br /&gt;
:Day 25: +3 [F2P Cap: 5] -- RPA Points -- Gain RPA points that can be converted into usable RPAs.&lt;br /&gt;
:Day 26: +1 [F2P Cap: 6] -- 4-Hour Travel Visa -- Gain a travel visa to Therengia, Ilithi, Qi or Forfedhdar that lasts for 4 hours.&lt;br /&gt;
:Day 27: +1 [F2P Cap: 3] -- 1-Day Bank Cap Removal -- You may carry and deposit as many coins in your bank as you like for 1 day.&lt;br /&gt;
:Day 28: +1 [F2P Cap: 3] -- 1-Hour Minor Haste -- All roundtimes are reduced by 1 second, but cannot be entirely eliminated.&lt;br /&gt;
:Day 29: +1 [F2P Cap: 3] -- 6-Hour Treasure Find -- Increases the value of coins and gems you find from creatures for 6 hours.&lt;br /&gt;
:Day 30: +1 [F2P Cap: 3] -- 2-Hour Bonused Exp -- Greatly (depending on skill level) increase the experience you absorb for 2 hours.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Login rewards]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Star_chart&amp;diff=692847</id>
		<title>Star chart</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Star_chart&amp;diff=692847"/>
		<updated>2026-06-30T18:18:41Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Added link to IG Starchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{UpdateDR3|See [[Post:The Planets Keep - Turning on 04/22/2013 - 09:34]]}}&lt;br /&gt;
{{incomplete|higher level constellations need completion.}}&lt;br /&gt;
&lt;br /&gt;
For an in-game source of much of the data on this page, you can get an [[Item:Onionskin starchart|Onionskin starchart]]&lt;br /&gt;
&lt;br /&gt;
There are 52 different constellations, not counting the extremely limited ones, in addition to 13 different planets (12 observable ones, plus Elanthia).&lt;br /&gt;
&lt;br /&gt;
Seasons:&lt;br /&gt;
*Spring: Day 50 - 149   &lt;br /&gt;
*Summer: Day 150 - 249   &lt;br /&gt;
*Fall: Day 250 - 349   &lt;br /&gt;
*Winter: Day 350 - 49&lt;br /&gt;
*See also [[Time]].&lt;br /&gt;
&lt;br /&gt;
Sunrise/Set:&lt;br /&gt;
*Earliest Sunrise: Asketi&#039;s Hunt (4a) Summer&lt;br /&gt;
*Latest Sunrise: Hodierna&#039;s Blessing (8a) Winter&lt;br /&gt;
*Earliest Sunset: Tamsine&#039;s Toil (4p) Winter&lt;br /&gt;
*Latest Sunset: Phelim&#039;s Vigil (8p) Summer&lt;br /&gt;
&lt;br /&gt;
[[Image:Sunrise_Chart.jpg|400px]]&lt;br /&gt;
[[Image:Sunset_Chart.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
==Standard Starchart==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#cccccc&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Constellation&#039;&#039;&#039; !! &#039;&#039;&#039;Telescope&#039;&#039;&#039; !! &#039;&#039;&#039;Circle&#039;&#039;&#039; !! &#039;&#039;&#039;Magic&#039;&#039;&#039; !! &#039;&#039;&#039;Lore&#039;&#039;&#039; !! &#039;&#039;&#039;Offense&#039;&#039;&#039; !! &#039;&#039;&#039;Defense&#039;&#039;&#039; !! &#039;&#039;&#039;Survival&#039;&#039;&#039; !! &#039;&#039;&#039;Rise Day&#039;&#039;&#039; !! &#039;&#039;&#039;Set Day&#039;&#039;&#039; !! &#039;&#039;&#039;Spring&#039;&#039;&#039; !! &#039;&#039;&#039;Summer&#039;&#039;&#039; !! &#039;&#039;&#039;Fall&#039;&#039;&#039; !! &#039;&#039;&#039;Winter&#039;&#039;&#039; !! &#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart (constellation)|Heart]] || N || 1 ||  ||  ||  ||  || 1 || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|-&lt;br /&gt;
| [[Sun]] || N || 1 ||  ||  ||  ||  || 1 || 1 || 400 || Spr || Sum || Fal || Win || Daytime&lt;br /&gt;
|-&lt;br /&gt;
| [[Yavash| Yavash]] || N || 1 || 1 ||  ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || Varies&lt;br /&gt;
|-&lt;br /&gt;
| [[Xibar| Xibar]] || N || 1 ||  || 1 ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || Varies&lt;br /&gt;
|-&lt;br /&gt;
| [[Katamba| Katamba]] || N || 1 ||  ||  ||  || 1 ||  || 1 || 400 || Spr || Sum || Fal || Win || Varies&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf (constellation)| Wolf]] || N || 2 || 1 ||  ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|-&lt;br /&gt;
| [[Lion (constellation)|Lion]] || N || 3 ||  ||  ||  || 1 || 1 || 251 || 370 ||  ||  || Fal ||  ||  |&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven (constellation)|Raven]] || N || 4 ||  || 1 ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Unicorn (constellation)|Unicorn]] || N || 5 ||  ||  ||  ||  || 1 || 1 || 111 || Spr ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Boar (constellation)|Boar]] || N || 6 ||  ||  || 1 ||  || 1 || 166 || 276 ||  || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Panther (constellation)|Panther]] || N || 7 ||  ||  || 1 ||  || 1 || 287 || 397 ||  ||  || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Cobra (constellation)|Cobra]] || N || 8 || 1 || 1 ||  ||  ||  || 51 || 161 || Spr ||  ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Ox (constellation)|Ox]] || N || 9 || 1 ||  ||  ||  || 1 || 228 || 338 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Scorpion (constellation)|Scorpion]] || Y || 10 ||  ||  || 2 || 1 ||  || 389 || 99 ||  ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Wren (constellation)|Wren]] || Y || 11 || 2 || 1 ||  ||  ||  || 72 || 182 || Spr ||  ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Cat (constellation)|Cat]] || N || 12 ||  ||  || 1 ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Ram (constellation)|Ram]] || N || 13 ||  ||  ||  ||  || 2 || 1 || 400 || Spr || Sum || Fal || Win || 6p-2a&lt;br /&gt;
|- &lt;br /&gt;
| [[Dolphin (constellation)|Dolphin]] || N || 14 ||  || 1 ||  ||  || 1 || 12 || 123 || Spr ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Shardstar|Shardstar]] || Y || 15 ||  || 2 ||  || 1 ||  || 192 || 306 ||  || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Nightingale (constellation)|Nightingale]] || N || 15 || 2 ||  ||  || 1 ||  || 343 || 53 ||  ||  || Fal || Win || 10p-2a&lt;br /&gt;
|- &lt;br /&gt;
| [[Wolverine (constellation)|Wolverine]] || N || 16 ||  ||  || 1 ||  || 1 || 38 || 148 || Spr ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Centaur (constellation)|Centaur]] || Y || 17 ||  ||  || 2 || 1 ||  || 234 || 344 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Magpie (constellation)|Magpie]] || N || 18 ||  ||  ||  || 1 ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Weasel (constellation)|Weasel]] || N || 19 ||  || 2 || 1 ||  ||  || 318 || 28 ||  ||  || Fal || Win || 2a-6a&lt;br /&gt;
|- &lt;br /&gt;
| [[King Snake (constellation)|King Snake]] || Y || 20 ||  || 2 ||  || 1 ||  || 214 || 324 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Viper (constellation)|Viper]] || Y || 21 ||  ||  || 2 ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || 10p-6a&lt;br /&gt;
|- &lt;br /&gt;
| [[Albatross (constellation)|Albatross]] || N || 22 ||  || 1 ||  || 1 ||  || 25 || 135 || Spr ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Shark (constellation)|Shark]] || N || 23 ||  ||  || 1 ||  || 1 || 355 || 65 ||  ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Donkey (constellation)|Donkey]] || N || 24 || 1 || 1 ||  ||  ||  || 265 || 375 ||  ||  || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Coyote (constellation)|Coyote]] || N || 25 || 1 ||  || 1 ||  ||  || 377 || 87 ||  ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Dove (constellation)|Dove]] || N || 26 || 1 ||  ||  || 1 ||  || 45 || 195 || Spr ||  ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Phoenix (constellation)|Phoenix]] || Y || 27 || 1 || 2 ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || 1a-4a&lt;br /&gt;
|- &lt;br /&gt;
| [[Heron (constellation)|Heron]] || N || 28 ||  || 1 ||  ||  || 2 || 131 || 241 || Spr || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Mongoose (constellation)|Mongoose]] || N || 29 ||  ||  || 1 || 1 ||  || 59 || 166 || Spr ||  ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Goshawk (constellation)|Goshawk]] || N || 30 ||  ||  ||  || 1 || 1 || 361 || 71 ||  ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Owl (constellation)|Owl]] || Y || 31 || 2 ||  || 1 ||  ||  || 201 || 318 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Welkin (constellation)|Welkin]] || N || 32 ||  || 1 ||  || 1 ||  || 328 || 38 ||  ||  || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Raccoon (constellation)|Raccoon]] || N || 33 ||  ||  ||  || 1 || 1 || 111 || 221 || Spr || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Cow (constellation)|Cow]] || N || 34 || 1 ||  ||  ||  || 2 || 181 || 291 ||  || Sum ||  ||  || 2a-4a&lt;br /&gt;
|- &lt;br /&gt;
| [[Adder (constellation)|Adder]] || Y || 35 || 2 ||  || 2 ||  ||  || 116 || 226 || Spr || Sum ||  ||  || 10p-4a&lt;br /&gt;
|- &lt;br /&gt;
| [[Vulture (constellation)|Vulture]] || Y || 36 ||  ||  ||  || 2 || 2 || 274 || 384 ||  ||  || Fal ||  || 12a-4a&lt;br /&gt;
|- &lt;br /&gt;
| [[Shrew (constellation)|Shrew]] || Y || 37 || 2 ||  || 1 ||  ||  || 101 || 211 || Spr || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Shrike (constellation)|Shrike]] || N || 38 || 1 ||  ||  ||  || 2 || 302 || 12 ||  ||  || Fal || Win || 12a-2a&lt;br /&gt;
|- &lt;br /&gt;
| [[Jackal (constellation)|Jackal]] || N || 39 || 1 ||  ||  || 2 ||  || 154 || 264 ||  || Sum ||  ||  || 10p-2a&lt;br /&gt;
|- &lt;br /&gt;
| [[Spider (constellation)|Spider]] || N || 40 ||  ||  || 2 ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Giant (constellation)|Giant]] || N || 41 ||  ||  ||  || 2 ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Hare (constellation)|Hare]] || N || 42 ||  || 2 ||  || 1 ||  || 153 || 263 ||  || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Verena|Verena]] || N || 43 ||  || 3 ||  ||  ||  || -- || -- ||  ||  ||  ||  || Planet &lt;br /&gt;
|- &lt;br /&gt;
| [[Toad (constellation)|Toad]] || N || 44 || 2 ||  ||  ||  ||  || 1 || 400 || Spr || Sum || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Archer (constellation)|Archer]] || Y || 45 ||  ||  || 2 ||  || 2 || 80 || 185 || Spr ||  ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Estrilda|Estrilda]] || N || 46 ||  ||  || 3 ||  ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Brigantine (constellation)|Brigantine]] || N || 47 ||  || 2 ||  ||  || 1 || 360 || 78 || Spr ||  ||  || Win || &lt;br /&gt;
|- &lt;br /&gt;
| [[Scales (constellation)|Scales]] || N || 48 ||  || 2 || 1 ||  ||  || 231 || 339 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Durgaulda|Durgaulda]] || N || 49 || 3 ||  ||  ||  ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Triquetra (constellation)|Triquetra]] || N || 50 ||  ||  || 1 ||  || 1 || 165 || 276 ||  || Sum ||  ||  || &lt;br /&gt;
|- &lt;br /&gt;
| [[Yoakena|Yoakena]] || N || 52 ||  ||  ||  ||  || 3 || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Penhetia|Penhetia]] || N || 55 ||  ||  ||  || 3 ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Szeldia|Szeldia]] || N || 60 ||  ||  || 3 ||  || 1 || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Merewalda|Merewalda]] || Y || 65 ||  ||  || 1 || 3 ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|-  &lt;br /&gt;
| [[Ismenia|Ismenia]] || Y || 70 || 3 || 1 ||  ||  ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Morleena|Morleena]] || Y || 75 ||  ||  ||  || 1 || 3 || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Amlothi|Amlothi]] || Y || 80 || 1 || 3 ||  ||  ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Dawgolesh|Dawgolesh]] || N || 85 || 2 ||  ||  || 3 ||  || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| [[Er&#039;qutra|Er&#039;qutra]] || Y || 90 ||  ||  || 3 ||  || 2 || -- || -- ||  ||  ||  ||  || Planet&lt;br /&gt;
|- &lt;br /&gt;
| enigma of [[Kertigen&#039;s Forge]] || Y || 100 ||  || 3 || 2 || 1 ||  || 166-170 || 278-284 ||  || Sum || Fal ||  || &lt;br /&gt;
|- &lt;br /&gt;
| enigma of [[Dergati&#039;s Eye]] || Y || 125 || 2 || 1 || 1 || 1 || 1 || 279-285 || 393 ||  ||  || Fal || Win || &lt;br /&gt;
|- &lt;br /&gt;
| enigma of [[the Fourth Wall]] || ? || ??? ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Real-life Seasonal (April Fool&#039;s)&lt;br /&gt;
|- &lt;br /&gt;
| [[Chris&#039; Mass]] || ? || ??? ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Real-life Seasonal (Christmas)&lt;br /&gt;
|- &lt;br /&gt;
| The [[Dependents]] || ? || ??? ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  || Real-life Seasonal (Fourth of July)&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
*[[Parry]] is included in the Defense category.&lt;br /&gt;
*The number in each column of the chart refers to the strength with which each celestial body holds sway over a given pool, as determined by RECALL HEAVEN, with 1 = weakly, 2 = modestly, and 3 = strongly.&lt;br /&gt;
*[[Recall]] Heavens Skillset Messaging&lt;br /&gt;
: Magic (Supernatural) - It holds sway &amp;lt;strength&amp;gt; over the magical arts.&lt;br /&gt;
: Lore - It holds sway &amp;lt;strength&amp;gt; over knowledge and creativity.&lt;br /&gt;
: Survival - It holds sway &amp;lt;strength&amp;gt; over the body.&lt;br /&gt;
: Armor (Defense) - It holds sway &amp;lt;strength&amp;gt; over serenity and endurance.&lt;br /&gt;
: Weapon (Offense) - It holds sway &amp;lt;strength&amp;gt; over aggression and warfare.&lt;br /&gt;
&lt;br /&gt;
==Alternate Form==&lt;br /&gt;
{{#ask:[[Category:Heavenly bodies]]&lt;br /&gt;
|? Circle requirement = Circle&lt;br /&gt;
|? Constellation start date = Start&lt;br /&gt;
|? Constellation end date = End&lt;br /&gt;
|? Requires telescope = Telescope&lt;br /&gt;
|? Skillset affected = Skillset&lt;br /&gt;
|sort = Circle requirement&lt;br /&gt;
|order = Asc&lt;br /&gt;
|limit=125&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Heavenly bodies,Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Astral_guide&amp;diff=692635</id>
		<title>Astral guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Astral_guide&amp;diff=692635"/>
		<updated>2026-06-25T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The Astral Guide is a [[guild association is::Moon Mage|Moon Mage]] [[page type is::ability|enchantment]] used to help guide and protect someone traveling through the [[Astral Plane]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
* THESE CAN NO LONGER BE MADE AS THEY WERE PART OF THE ORIGINAL MOON MAGE ENCHANTING SYSTEM, NOT THE NEW SYSTEM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
*A random Imbued item&lt;br /&gt;
*An un-enchanted [[Celestial Beacon|beacon shard]]&lt;br /&gt;
*[[Enchanter&#039;s Burin]]&lt;br /&gt;
*Celestial sigil of the [[Katamba]], [[Yavash]], [[Xibar]], [[Shrew (constellation)|Shrew]], [[Unicorn (constellation)|Unicorn]], [[Durgaulda]], and [[Scales (constellation)|Scales]]&lt;br /&gt;
*Activating Spell: [[Shadows]], [[Dazzle]] or [[Unleash]]&lt;br /&gt;
&lt;br /&gt;
===Steps===&lt;br /&gt;
&lt;br /&gt;
* Part One: [[The Cradle of Moons]]&lt;br /&gt;
#[[Imbue]] the item to be used&lt;br /&gt;
#{{com|Scribe}}, activate, and bind the [[Katamba|Katamba]]&lt;br /&gt;
#Scribe, activate, and bind the [[Yavash|Yavash]]&lt;br /&gt;
#Scribe, activate, and bind the [[Xibar|Xibar]]&lt;br /&gt;
&lt;br /&gt;
* Part Two: [[The Crystal Mind]] (Before attempting to create another Crystal Mind, wait for the message &#039;Your psyche feels whole again&#039;. This should take approximately 2-3m after creating a Crystal Mind)&lt;br /&gt;
#Scribe [[Shrew (constellation)|Shrew]] onto the beacon shard&lt;br /&gt;
#Scribe, activate, and bind the [[Unicorn (constellation)|Unicorn]]&lt;br /&gt;
#Scribe, activate, and bind the [[Durgaulda]]&lt;br /&gt;
#Scribe, activate, and bind the [[Scales (constellation)|Scales]]&lt;br /&gt;
#{{com|INVOKE}} the crystal immediately, otherwise it goes bad quickly and is then useless.  (This requires 100% concentration.)&lt;br /&gt;
#{{com|ALIGN}} to one of the four moons depending on whether you wish to set destinations or attributes &amp;lt;Grahzir to set destinations (any color crystal), Xibar for sanity protection (blue crystal only), Yavash for force (red crystal only), and Katamba for speed (black crystal only)&amp;gt;&lt;br /&gt;
# {{com|TAP}}/{{com|TOUCH}} one of the desired destination shards with the crystal (this must be done soon after it is created, but not immediately.)  This step must still be done for crystals that increase attributes, although it doesn&#039;t have to be one of the desired destination shards in this case.&lt;br /&gt;
#Set aside and let it age for around 2 (RL) days.&lt;br /&gt;
&lt;br /&gt;
* Part Three: Combining and Finishing&lt;br /&gt;
#Hold both the Cradle of Moons and the Crystal Mind and {{com|FOCUS}} on one to place the mind in the cradle&lt;br /&gt;
#Once the desired amount of Minds have been placed in the cradle begin to SCRIBE sigils on the Cradle until it catalyzes. The number of sigils required is tied to the level of the sigil (See [[Talk:Astral_Guide#Sigils_to_Catalyze|Sigils needed to catalyze]].)&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Using the astral guide effectively bypasses the microcosm, taking a direct route from shard to shard. To use it, you simply {{com|RAISE}} the guide at the appropriate shard. This requires {{skill|Arcana}}, and more may be required for a less powerful guide. NonMagical-Users can use guides, but they still need the ranks.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Astral Guides have an absolute minimum of 7 charges (an exception being the Astral Guide you get for the [[Astral Travel]] quest). Charges seem to be linked to sanity, and can get as high as 40 or more.&lt;br /&gt;
&lt;br /&gt;
* The aging process of the Crystal Mind can be sped up by scribing the Celestial Sigil of the Shrew on it, though this can have consequences.&lt;br /&gt;
&lt;br /&gt;
* The stages of Mind growth are:&lt;br /&gt;
#? - infantile&lt;br /&gt;
#? - made of barely coherent energy&lt;br /&gt;
#? - made of chaotic impulses&lt;br /&gt;
#? - beginning to form simple patterns&lt;br /&gt;
#? - a series of repetitive patterns&lt;br /&gt;
#? - beginning to form complex patterns&lt;br /&gt;
#? - composed by the interplay of numerous psychic patterns&lt;br /&gt;
#? - beginning to bring disparate patterns together into a gestalt&lt;br /&gt;
#? - developing primal intelligence&lt;br /&gt;
#? - instinct-driven&lt;br /&gt;
#? - mimicking animal intelligence&lt;br /&gt;
#? - developing a sense of cunning&lt;br /&gt;
#? - mimicking higher-order animal intelligence&lt;br /&gt;
#? - testing the limits of its environment&lt;br /&gt;
#? - nearly sentient&lt;br /&gt;
&lt;br /&gt;
* Astral Guide enchantments operate on a cooldown timer shared by [[Gwethsmasher]]s. If you have completed a Gwethsmasher or a Guide within the previous 7 days, you cannot complete a new Guide.&lt;br /&gt;
&lt;br /&gt;
* The number of minds a Cradle may hold depends on the skill of the enchanter that made the Cradle as well as the skill of the enchanter attempting to put minds into it. Tentative testing indicates that potential charges may be roughly equivalent to Arcana/50** at the time of Cradle creation.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Moon Mage enchantments,Moon Mage abilities}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:GRIM45/Notes&amp;diff=691949</id>
		<title>User:GRIM45/Notes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:GRIM45/Notes&amp;diff=691949"/>
		<updated>2026-06-15T19:04:36Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Corrected ASK criteria, split ward/utilty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sorcery Candidates ==&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::warding||utility]]&lt;br /&gt;
[[Magic type is::Holy Magic||Elemental Magic||Life Magic||Lunar Magic]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::intro||basic]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::utility]]&lt;br /&gt;
[[Magic type is::Holy Magic||Elemental Magic||Life Magic||Lunar Magic]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::intro||basic]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warding ===&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::warding]]&lt;br /&gt;
[[Magic type is::Holy Magic||Elemental Magic||Life Magic||Lunar Magic]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::intro||basic]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:GRIM45/Notes&amp;diff=691948</id>
		<title>User:GRIM45/Notes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:GRIM45/Notes&amp;diff=691948"/>
		<updated>2026-06-15T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Sorcery Notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Filter Intro OR Basic==&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::warding||utility]]&lt;br /&gt;
[[Guild association is::Bard||Cleric||Empath||Moon Mage||Paladin||Ranger||Trader||Warrior Mage]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::intro||basic]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Filter Intro==&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::warding||utility]]&lt;br /&gt;
[[Guild association is::Bard||Cleric||Empath||Moon Mage||Paladin||Ranger||Trader||Warrior Mage]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::intro]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Filter Basic==&lt;br /&gt;
{{SpellList|h}}&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[ability skill is::warding||utility]]&lt;br /&gt;
[[Guild association is::Bard||Cleric||Empath||Moon Mage||Paladin||Ranger||Trader||Warrior Mage]]&lt;br /&gt;
[[Signature spell::false]]&lt;br /&gt;
[[Ability difficulty is::basic]]&lt;br /&gt;
|?Pretty name is&lt;br /&gt;
|?spell abbreviation is&lt;br /&gt;
|?Signature spell&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|?Spell cast type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?Offensive contest is&lt;br /&gt;
|?Defensive contest is&lt;br /&gt;
|?minimum prep is&lt;br /&gt;
|?casting cap is&lt;br /&gt;
|?minimum skill is&lt;br /&gt;
|?maximum skill is&lt;br /&gt;
|?minimum duration is&lt;br /&gt;
|?maximum duration is&lt;br /&gt;
|?slot cost is&lt;br /&gt;
|?magic type is&lt;br /&gt;
|?Valid target is&lt;br /&gt;
|sort=minimum prep is&lt;br /&gt;
|format=template&lt;br /&gt;
|template=SpellList&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=200&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Essence_of_Yew&amp;diff=691927</id>
		<title>Essence of Yew</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Essence_of_Yew&amp;diff=691927"/>
		<updated>2026-06-14T12:14:13Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Justice/corruptoin flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Essence of Yew&lt;br /&gt;
|abbrev=ey&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=Ranger&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Wilderness Survival&lt;br /&gt;
|prereqs=[[Athleticism]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=The yew tree has long been known for its flexibility, strength, and resilience to rot and blight.  These properties are the basis for the Essence of Yew spell, which provides some protection from the debilitating effects of harmful magics.  The benefits of this spell will degrade each time it protects its target, as even the heartiest of trees cannot weather a storm of prolonged duration.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=ablative magic barrier&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
You feel the strength and structure of the Essence of Yew spell build inside you.&lt;br /&gt;
&lt;br /&gt;
The robust feeling provided by Essence of Yew fades away.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
Essence of Yew is a ward against [[:Category:Debilitation_abilities|debilitation]].&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Gem_pouch&amp;diff=691863</id>
		<title>Item:Gem pouch</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Gem_pouch&amp;diff=691863"/>
		<updated>2026-06-12T19:30:47Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Undo revision 691828 by RMOCKEN (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;descriptor&amp;gt;&#039;&#039; gem pouch&lt;br /&gt;
|noun=pouch&lt;br /&gt;
|look=The &#039;&#039;&amp;lt;descriptor&amp;gt;&#039;&#039; gem pouch is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions.&lt;br /&gt;
|MTag=-&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=0&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=2&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=2&lt;br /&gt;
|iwsize=1&lt;br /&gt;
|ihsize=1&lt;br /&gt;
|csize=150&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=gem pouch&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Comes in a multitude of colors/materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Holds up to 70 gems.&amp;lt;br /&amp;gt;&lt;br /&gt;
Tied pouches hold up to 500 gems.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use the [[Fill command]] to move all gems in a container into the gem pouch, up to the Gem Pouch&#039;s limit.&amp;lt;br&amp;gt;&lt;br /&gt;
Normally the gems inside the Gem Pouch count towards the 500 item limit, but the {{com|tie}} verb may be used to reduce the pouch and gems inside to 1 item.  However, once a gem pouch has been tied it cannot be untied, so it&#039;s usually best not to tie pouches containing gems you do not wish to sell.&lt;br /&gt;
&lt;br /&gt;
==Freely Available Colors/Materials==&lt;br /&gt;
There are two seperate types of Gemshops, Regular and Financed; see [[Selling Gem Pouches]] for more information. The table below will specify where found based on this difference, as they each carry a different set of pouch styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Shops&#039;&#039;&#039;: {{Rmap|99|Aesry|sem=no}}, {{Rmap|1|Crossing|sem=no}}, {{Rmap|106|Hara&#039;jaal|sem=no}}, {{Rmap|117|Hibarnhvidar|sem=no}}, {{Rmap|61|Leth Deriel|sem=no}}, {{Rmap|47|Muspar&#039;i|sem=no}}, {{Rmap|90|Ratha|sem=no}}, {{Rmap|127|Raven&#039;s Point|sem=no}}, {{Rmap|30|Riverhaven|sem=no}}, {{Rmap|67|Shard|sem=no}}, {{Rmap|42|Therenbrough|sem=no}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Financed Shops&#039;&#039;&#039;: {{Rmap|68a|Darkling Wood|sem=no}}, {{Rmap|108|Fever Point|sem=no}}, {{Rmap|71a|Horse Clan|sem=no}}, {{Rmap|112|Ilaya Taipa|sem=no}}, {{Rmap|34a|Rossman&#039;s Landing|sem=no}}, {{Rmap|35|Throne City|sem=no}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===Regular Shop Options===&lt;br /&gt;
{{itemvar|t=c|Black}}&lt;br /&gt;
{{itemvar|t=c|Blue}}&lt;br /&gt;
{{itemvar|Dark}}&lt;br /&gt;
{{itemvar|Fuzzy}}&lt;br /&gt;
{{itemvar|t=c|Green}}&lt;br /&gt;
{{itemvar|t=c|Indigo}}&lt;br /&gt;
{{itemvar|t=c|Purple}}&lt;br /&gt;
{{itemvar|t=c|Red}}&lt;br /&gt;
{{itemvar|Soft}}&lt;br /&gt;
{{itemvar|t=m|Suede}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Finance Shop Options===&lt;br /&gt;
{{itemvar|t=m|Burlap}}&lt;br /&gt;
{{itemvar|t=m|Canvas}}&lt;br /&gt;
{{itemvar|Dotted}}&lt;br /&gt;
{{itemvar|t=m|Oxhide}}&lt;br /&gt;
{{itemvar|t=c|Paisley}}&lt;br /&gt;
{{itemvar|Patchwork}}&lt;br /&gt;
{{itemvar|t=c|Plaid}}&lt;br /&gt;
{{itemvar|t=m|a=linen|Plain Linen}}&lt;br /&gt;
{{itemvar|t=|Striped}}&lt;br /&gt;
{{itemvar|t=m|Wool}}&lt;br /&gt;
{{itemvar|t=m|Yak-hair}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How Asking for pouches works===&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color is always the same, and the pouch adjective is &amp;quot;{{tt|&amp;lt;color&amp;gt;}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for gem pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color is always the same, and the pouch adjective is &amp;quot;{{tt|gem}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for &amp;lt;color&amp;gt; pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color what you asked for (provided it is a valid color), and the pouch adjective is &amp;quot;{{tt|&amp;lt;color&amp;gt;}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for &amp;lt;color&amp;gt; gem pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color what you asked for (provided it is a valid color), and the pouch adjective is &amp;quot;{{tt|gem}}&amp;quot;.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Gem_pouch&amp;diff=691827</id>
		<title>Item:Gem pouch</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Gem_pouch&amp;diff=691827"/>
		<updated>2026-06-11T21:23:20Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Freely Available Colors/Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=&#039;&#039;&amp;lt;descriptor&amp;gt;&#039;&#039; gem pouch&lt;br /&gt;
|noun=pouch&lt;br /&gt;
|look=The &#039;&#039;&amp;lt;descriptor&amp;gt;&#039;&#039; gem pouch is made for easy storage of gems, and is used by gemshops everywhere to handle bulk transactions.&lt;br /&gt;
|MTag=-&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|metal=no&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=0&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=2&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=2&lt;br /&gt;
|iwsize=1&lt;br /&gt;
|ihsize=1&lt;br /&gt;
|csize=150&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=gem pouch&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Comes in a multitude of colors/materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Holds up to 70 gems.&amp;lt;br /&amp;gt;&lt;br /&gt;
Tied pouches hold up to 500 gems.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can use the [[Fill command]] to move all gems in a container into the gem pouch, up to the Gem Pouch&#039;s limit.&amp;lt;br&amp;gt;&lt;br /&gt;
Normally the gems inside the Gem Pouch count towards the 500 item limit, but the {{com|tie}} verb may be used to reduce the pouch and gems inside to 1 item.  However, once a gem pouch has been tied it cannot be untied, so it&#039;s usually best not to tie pouches containing gems you do not wish to sell.&lt;br /&gt;
&lt;br /&gt;
==Freely Available Colors/Materials==&lt;br /&gt;
There are two seperate types of Gemshops, Regular and Financed; see [[Selling Gem Pouches]] for more information. The table below will specify where found based on this difference, as they each carry a different set of pouch styles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regular Shops&#039;&#039;&#039;: {{Rmap|99|Aesry|sem=no}}, {{Rmap|1|Crossing|sem=no}}, {{Rmap|106|Hara&#039;jaal|sem=no}}, {{Rmap|117|Hibarnhvidar|sem=no}}, {{Rmap|61|Leth Deriel|sem=no}}, {{Rmap|47|Muspar&#039;i|sem=no}}, {{Rmap|90|Ratha|sem=no}}, {{Rmap|127|Raven&#039;s Point|sem=no}}, {{Rmap|30|Riverhaven|sem=no}}, {{Rmap|67|Shard|sem=no}}, {{Rmap|42|Therenbrough|sem=no}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Financed Shops&#039;&#039;&#039;: {{Rmap|68a|Darkling Wood|sem=no}}, {{Rmap|108|Fever Point|sem=no}}, {{Rmap|71a|Horse Clan|sem=no}}, {{Rmap|112|Ilaya Taipa|sem=no}}, {{Rmap|34a|Rossman&#039;s Landing|sem=no}}, {{Rmap|35|Throne City|sem=no}}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
===Regular Shop Options===&lt;br /&gt;
{{itemvar|t=c|Black}}&lt;br /&gt;
{{itemvar|t=c|Blue}}&lt;br /&gt;
{{itemvar|Dark}}&lt;br /&gt;
{{itemvar|Fuzzy}}&lt;br /&gt;
{{itemvar|t=c|Green}}&lt;br /&gt;
{{itemvar|t=c|Indigo}}&lt;br /&gt;
{{itemvar|t=c|Purple}}&lt;br /&gt;
{{itemvar|t=c|Red}}&lt;br /&gt;
{{itemvar|Soft}}&lt;br /&gt;
{{itemvar|t=m|Suede}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Finance Shop Options===&lt;br /&gt;
{{itemvar|t=m|Burlap}}&lt;br /&gt;
{{itemvar|t=m|Canvas}}&lt;br /&gt;
{{itemvar|Dotted}}&lt;br /&gt;
{{itemvar|t=m|Oxhide}}&lt;br /&gt;
{{itemvar|t=c|Paisley}}&lt;br /&gt;
{{itemvar|Patchwork}}&lt;br /&gt;
{{itemvar|t=c|Plaid}}&lt;br /&gt;
{{itemvar|t=m|a=linen|Plain Linen}}&lt;br /&gt;
{{itemvar|t=|Striped}}&lt;br /&gt;
{{itemvar|t=m|Wool}}&lt;br /&gt;
{{itemvar|t=m|Yak-hair}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How Asking for pouches works===&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color is always the same, and the pouch adjective is &amp;quot;{{tt|&amp;lt;color&amp;gt;}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for gem pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color is always the same, and the pouch adjective is &amp;quot;{{tt|gem}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for &amp;lt;color&amp;gt; pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color what you asked for (provided it is a valid color), and the pouch adjective is &amp;quot;{{tt|&amp;lt;color&amp;gt;}}&amp;quot;.&lt;br /&gt;
* {{tt|ask &amp;lt;npc&amp;gt; for &amp;lt;color&amp;gt; gem pouch}}: You will get a {{tt|&amp;lt;color&amp;gt; gem pouch}} where color what you asked for (provided it is a valid color), and the pouch adjective is &amp;quot;{{tt|gem}}&amp;quot;.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Breaking_and_Entering&amp;diff=691804</id>
		<title>Talk:Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Breaking_and_Entering&amp;diff=691804"/>
		<updated>2026-06-10T23:32:32Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Keep in mind, the cooldown on B&amp;amp;E is artificially low in Test. It would normally be a minimum of twenty minutes (if there’s a premium person and a Thief in your group). I keep meaning to post what the cooldowns will be, so here’s the cooldowns and modifiers:&amp;lt;br&amp;gt;&lt;br /&gt;
F2P characters always have a cooldown of 60 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Survival Tertiary characters have a cooldown of 50 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Survival Secondary characters have a cooldown of 40 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Survival Primary characters have a cooldown of 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Thief guild characters have a cooldown of 25 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
Premium characters cooldown is five minutes shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your entire group uses the best time, and your entire group benefits from a premium character in your group. As an example, if a Premium Bard (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown.&#039;&#039; from the forums, here until we see the live version and can confirm cooldown timers don&#039;t change between now and then.[[User:MOTHRA|MOTHRA]] ([[User talk:MOTHRA|talk]]) 14:18, 4 January 2020 (CST)&lt;br /&gt;
:* I went ahead and added it to the main page; we can always update it later if/when things change.  I&#039;ll go back and put a &amp;quot;subject to change&amp;quot; note though... [[Kythryn]] 17:32, 4 January 2020 (CST)&lt;br /&gt;
&lt;br /&gt;
*A lot of the loot seems to come in variations like the https://elanthipedia.play.net/Item:Pocket-sized_kaleidoscope. Probably a good idea to put documenting instructions at the top of each B&amp;amp;E room loot page on how to document items with randomized cosmetic variations as single pages per base item rather than documenting every cosmetic variant as it&#039;s own separate page for items that are identical (other than the cosmetic). [[User:MOTHRA|MOTHRA]] ([[User talk:MOTHRA|talk]]) 14:44, 28 February 2020 (CST)&lt;br /&gt;
&lt;br /&gt;
== Notes from testing across F2P/Premium account==&lt;br /&gt;
Without cleaning up my data, amongst ~ 8000 total attempts this is the data I&#039;ve got on BnE searches:&lt;br /&gt;
&lt;br /&gt;
F2P Burglary rates:&lt;br /&gt;
* Survival Tert       (17/863)&lt;br /&gt;
* Survival Secondary  (12/595)&lt;br /&gt;
* Looks to be ~ 2% regardless of skillset for F2P&lt;br /&gt;
&lt;br /&gt;
Premie rates:&lt;br /&gt;
* Survival Secondary        (566/ 757) ~ 75% &lt;br /&gt;
* Non-Thief Survival Prime (1759/1935) ~ 90% &lt;br /&gt;
* Thief Survival Prime     (2765/2766) ~ 100% &lt;br /&gt;
&lt;br /&gt;
Thieves should be 100% if you pick the right khri according to Javac.&lt;br /&gt;
&lt;br /&gt;
That&#039;s without cleaning up the data (there are some artifacts in it, but maybe  total of 10 in 8000 attempts).  The  reason the numbers don&#039;t add up to 8000 is that those are  all individual characters data, and the remaining 1000 is split up between 4 characters, roughly equally.&lt;br /&gt;
&lt;br /&gt;
https://discord.com/channels/185383036563488768/185383036563488768/733460790744580166&lt;br /&gt;
&lt;br /&gt;
[[User:GRIM45|GRIM45]] ([[User talk:GRIM45|talk]]) 18:32, 10 June 2026 (CDT)&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=691803</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=691803"/>
		<updated>2026-06-10T23:29:27Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Getting In and Getting Out */ F2P &amp;quot;go window&amp;quot; recommendation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system allows individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* There is an {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* [[Thief|Thieves]] will want to make use of some [[Khri]]. There are three Khri that give an advantage:&lt;br /&gt;
:* [[Khri Slight]] has a skill-based chance to protect you from mistakes made due to a mistake while entering.&amp;lt;ref&amp;gt;[[Post:Less_and_less_time_to_burgle_-_09/15/2020_-_18:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* [[Khri Plunder]] will increase the odds of getting something from a {{tt|SEARCH}}.&amp;lt;ref&amp;gt;Plunder confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958831597946277899 link)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* [[Khri Hasten]] reduces the RT of searching.&amp;lt;ref&amp;gt;Hasten confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958816378905845900 link)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Survival [[Skillsets|skillset placement]] has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown.&lt;br /&gt;
&lt;br /&gt;
===Warnings===&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure.&lt;br /&gt;
* The fine for being caught can potentially be quite high. &lt;br /&gt;
:* Fines scale linearly based on circle, and it&#039;s less than the 2 plat per circle. Your overall criminal history also plays a part in the calculations of fines.&lt;br /&gt;
:* People get outrageous fines because they fail to {{com|PLEAD}} {{tt|GUILTY}} (stop trying {{com|PLEAD}} {{tt|INNOCENT}}, it&#039;s a bad idea without lots of [[Charisma]]) and have lots of priors that haven&#039;t fallen off.&lt;br /&gt;
* Getting caught in [[Justice#Clan_Justice|Clan Justice]] (e.g. [[Knife Clan]]) will result in your right hand being chopped off. If your hand is already missing you &amp;lt;em&amp;gt;will&amp;lt;/em&amp;gt; be caught and the guards will execute you.&lt;br /&gt;
* Certain other wounds may cause you to be caught.&lt;br /&gt;
* Stay out of sight. Either dark of night, [[Stealth skill|stealth]] or [[Invisibility|invisibility]] is required to enter via {{tt|burgle}}.  You can safely move around unhidden inside. (You won&#039;t learn &#039;&#039;additional&#039;&#039; stealth while searching surfaces unless you&#039;re hidden or invisible.)&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* While burgling, watch for &amp;quot;Footsteps nearby make you wonder if you&#039;re pushing your luck.&amp;quot; which indicates you need to leave ASAP (through the kitchen window) or you will be arrested.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires. You will automatically fail and be arrested if you {{com|burgle}} while under the cooldown timer.&lt;br /&gt;
* Watch your inventory count. If you are 10 or fewer items from your [[Inventory (concept)|inventory limit]] you will automatically fail.&lt;br /&gt;
* Paladins: you will learn [[Thievery skill|Thievery]] via {{com|burgle}}, even if you don&#039;t take anything inside the domicile.&lt;br /&gt;
* Put/send away all [[Vanity pet|vanity pets]] and [[Ranger companion|Ranger companions]] before you burgle.  Breaking and entering &#039;&#039;will&#039;&#039; eat them.&lt;br /&gt;
* You will auto fail if there is a guard in the room when you burgle, or when you exit through the window.&lt;br /&gt;
* Take care to type {{tt|Burgle Recall}} carefully. A mistyped command will result in your immediate arrest if the cooldown has not expired.&lt;br /&gt;
&lt;br /&gt;
===Subscription Levels===&lt;br /&gt;
* [[Premium]] subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* [[F2P]] Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance (2%) of finding loot, regardless of skillset placement or khri used if a thief. &lt;br /&gt;
* F2P Characters also must be wary of item counts.  If you are close to your item limit, the system will automatically throw you in jail with the message &amp;quot;The sheer amount of your gear causes local law enforcement to take notice of your criminal intent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Getting In and Getting Out===&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success.&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success.&lt;br /&gt;
:* The item in your right hand will take precedence. If you are wearing a lockpick ring and holding a rope, the rope will be used.&lt;br /&gt;
:* If both a lockpick ring and rope are worn, and neither is held in the hand, the lockpick ring will be used.&lt;br /&gt;
* To exit a burglarized domicile, return to the kitchen (where you always enter) and {{com|go}} {{tt|window}}.&lt;br /&gt;
* Groups need to enter together (otherwise you&#039;d go to separate microsegs). After that, you can split up.&lt;br /&gt;
* Because F2P have such a low success chance, it&#039;s highly recommended they not bother searching and just immediately {{tt|go window}} once inside.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
* Entry method experience is granted on exit.&lt;br /&gt;
* You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain additional experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you&#039;re hidden/invisible).&lt;br /&gt;
:* &amp;lt;s&amp;gt;&#039;&#039;Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
::* As per GM [[Javac]], &amp;quot;You do not get experience for finding nothing. You can search/rummage again on that container to try and find something.&amp;quot;&lt;br /&gt;
:* &#039;&#039;Note: if you fail to find something on a surface, you can re-search/re-rummage it to try again, with an equal chance to pick something up the 2nd time. However, only 1 item may be picked up per surface, per {{tt|BURGLE}}, so move onto another room if you find an item.&#039;&#039;&lt;br /&gt;
* Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Entering with a group of 3 or more survival primes will allow you to learn both athletics and locksmithing entry method skills in the same burgle.&lt;br /&gt;
* Exiting the home provides [[Stealth]] experience based on skillset placement.  Survival primary characters receive 17/34 [[Stealth]] upon exit; all others receive ~8.5/34.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! F2P&amp;lt;br/&amp;gt;Cooldown || Standard Acct&amp;lt;br/&amp;gt;Cooldown || Premium Acct&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | [[Thief|Thieves]] &lt;br /&gt;
| 60 min || 25 min || 20 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Primary&lt;br /&gt;
| 60 min || 30 min || 25 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Secondary&lt;br /&gt;
| 60 min || 40 min || 35 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Tertiary + Commoners&lt;br /&gt;
| 60 min || 50 min || 45 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Paladin&lt;br /&gt;
| 60 min || 60 min || 55 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your entire group uses the best time, and your entire group benefits from a premium character in your group.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Having a Premium character in your group, regardless of their skillset placement, reduces the cooldown by five minutes.&lt;br /&gt;
* As an example, if a Premium [[Bard]] (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown. (Standard Thief = 25 minutes, -5 minutes for a Premium character.)&lt;br /&gt;
&lt;br /&gt;
Cooldown is in real life time, logged in and/or out.&lt;br /&gt;
&lt;br /&gt;
===Checking Cooldown===&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so {{tt|HELP VERB BURGLE}} as well as {{tt|BURGLE HELP}} will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be caught.&lt;br /&gt;
&lt;br /&gt;
==Rooms and Loot==&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* You always enter through the kitchen. The layout is randomly generated when you enter. Each room has a surface you can {{tt|SEARCH}} for a chance at burgling an item. The extra rooms that generate depend on your guild.&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* [[Free accounts]] do not unlock additional rooms, regardless of their skillset placement.&lt;br /&gt;
:* Paladins can {{com|BURGLE}} at the risk of learning [[thievery]], but will not unlock any additional rooms.&lt;br /&gt;
:* Example: having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* Example: a Thief, Necromancer, or Ranger operating alone will enter a domicile with three rooms (the Kitchen, the Bedroom, and... something else).&lt;br /&gt;
:* Example: having a Moon Mage and a Thief will unlock two additional rooms. The Moon Mage will unlock the Sanctum. The Thief will (randomly) unlock one of the &#039;&#039;remaining&#039;&#039; choices, either the Armory, Library or Work Room.&lt;br /&gt;
* If you have every room unlocked, and extra non-F2P survival primes who don’t have a room to randomly unlock, they will instead add some time to the microseg.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room || Searchable Surface|| Unlocked by [[Skillsets|Primary Skillset]] || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Kitchen loot|Kitchen]] || counter || All || &#039;&#039;&#039;The exit room.&#039;&#039;&#039; Always present, regardless of guild.&lt;br /&gt;
* [[Breaking and Entering/Kitchen loot|Loot]] focuses on [[Alchemy]] tools, kitchen-themed weapons and armor, kitchen-themed toys and random food &amp;amp; drink items.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Bedroom loot|Bedroom]] || bed || All || Always present, regardless of guild. &lt;br /&gt;
* [[Breaking and Entering/Bedroom loot|Loot]] focuses on [[Locksmithing]] trainers, along with verbed clothing, jewelry &amp;amp; toys with Zoluren famous faces &amp;amp; places themes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Armory loot|Armory]] || rack || Weapon Primary || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Armory loot|Loot]] focuses on weapons, armor, shields &amp;amp; ammo.&lt;br /&gt;
|- &lt;br /&gt;
| [[Breaking and Entering/Library loot|Library]] || bookshelf || Lore Primary || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Library loot|Loot]] focuses on musical instruments, [[Trader jewelry]] items, pre-filled [[compendium]]s, [[scroll stacker]]s, [[companion slate]]s, cambrinth items and verbed toys &amp;amp; props.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Sanctum loot|Sanctum]] || desk || Magic Primary || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
* [[Breaking and Entering/Sanctum loot|Loot]] focuses on [[cambrinth]] &amp;amp; [[gaethzen]] items, {{ilink|i|memory orb}}s, telescopes, cases &amp;amp; divination tools, belt-worn skinning knives and single-use enchanted items (minion identification, backtrace, etc. &amp;amp; [[mail]] system items).&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Work Room loot|Work Room]] || table || [[Commoners]] || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Work Room loot|Loot]] focuses on crafting system tools &amp;amp; consumable products (oil, pins, etc.), [[lockpick ring]]s and crafting-themed containers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Messages==&lt;br /&gt;
&lt;br /&gt;
===Caught due to carrying too many items in clan justice===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The sheer amount of your gear causes local law enforcement to take notice of your criminal intent.&lt;br /&gt;
&lt;br /&gt;
Clan guards arrive, an angry glint in their eyes!  After a thorough search, they discover you in your place of concealment and quickly surround you in a circle of brandished weapons.&lt;br /&gt;
&lt;br /&gt;
After a moment the leader steps forward grimly, &amp;quot;So, you thought you could get away with stealing from one of ours.  Well I don&#039;t know where you come from, but around here we don&#039;t take that too well.&amp;quot;  With that, he steps away and signals to the waiting guards.  Before you can even blink, you are trussed up and kneeling before a hooded figure in a mask.&lt;br /&gt;
&lt;br /&gt;
The figure intones solemnly, &amp;quot;I now pronounce sentence.&amp;quot;  With that, the figure produces a wicked axe from beneath his cloak as the guards grab your right arm and stretch it outwards.  With a mighty swing, the axe cleaves downwards, severing your hand neatly at the wrist.&lt;br /&gt;
&lt;br /&gt;
Your heavy rope falls to your feet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Caught due to burgling in front of a guard in town justice===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A town guard watches on in bewilderment as you attempt to burgle a home right in front of him, incriminating yourself before the guard moves to summon backup.&lt;br /&gt;
&amp;quot;Stop right there!&amp;quot;  The shout reverberates through the area as the guard charges towards you.  &amp;quot;You&#039;re under arrest!&amp;quot;&lt;br /&gt;
Before you really realize what&#039;s going on, your hands are firmly bound behind you and you are marched off.&lt;br /&gt;
Arriving at the jail, the guard submits you to a brutal strip search and throws your things into a large sack.  From there you are dragged down a dark hallway and into a cell.  As the door shuts, you hear the guard growl, &amp;quot;...and there you&#039;ll STAY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door slams shut, a sound not unlike that of a tomb closing.&lt;br /&gt;
&lt;br /&gt;
The town crier approaches the wanted board, calling out, &amp;quot;The criminal Gunderoak has been apprehended by a town guard for the crimes of thievery!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&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=Breaking_and_Entering&amp;diff=691802</id>
		<title>Breaking and Entering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Breaking_and_Entering&amp;diff=691802"/>
		<updated>2026-06-10T23:24:58Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Subscription Levels */ added additional details on f2p success&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
The &#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039; system allows individuals or groups to enter properties to steal items and gain experience.  The system entered the Test server in 433 (January 2020) and was released to all 3 instances in 433 (February 2020).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
* The system takes advantage of the {{com|BURGLE}} verb. It should only work in justice areas that are outdoors.&lt;br /&gt;
* There is an {{com|AVOID}} {{tt|!CRIME}} setting, which prevents people from leading you into a B&amp;amp;E instance, even if you&#039;re in their group.&lt;br /&gt;
* [[Thief|Thieves]] will want to make use of some [[Khri]]. There are three Khri that give an advantage:&lt;br /&gt;
:* [[Khri Slight]] has a skill-based chance to protect you from mistakes made due to a mistake while entering.&amp;lt;ref&amp;gt;[[Post:Less_and_less_time_to_burgle_-_09/15/2020_-_18:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* [[Khri Plunder]] will increase the odds of getting something from a {{tt|SEARCH}}.&amp;lt;ref&amp;gt;Plunder confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958831597946277899 link)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:* [[Khri Hasten]] reduces the RT of searching.&amp;lt;ref&amp;gt;Hasten confirmed by [[Javac]] on the official [[discord]] server ([https://discord.com/channels/619301383451181075/619330375562428463/958816378905845900 link)]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Survival [[Skillsets|skillset placement]] has a significant impact in multiple ways, including chance to find a piece of loot from a surface and cooldown.&lt;br /&gt;
&lt;br /&gt;
===Warnings===&lt;br /&gt;
* Failure is determined by the player doing something wrong, there is no random &amp;quot;snake eyes&amp;quot; failure.&lt;br /&gt;
* The fine for being caught can potentially be quite high. &lt;br /&gt;
:* Fines scale linearly based on circle, and it&#039;s less than the 2 plat per circle. Your overall criminal history also plays a part in the calculations of fines.&lt;br /&gt;
:* People get outrageous fines because they fail to {{com|PLEAD}} {{tt|GUILTY}} (stop trying {{com|PLEAD}} {{tt|INNOCENT}}, it&#039;s a bad idea without lots of [[Charisma]]) and have lots of priors that haven&#039;t fallen off.&lt;br /&gt;
* Getting caught in [[Justice#Clan_Justice|Clan Justice]] (e.g. [[Knife Clan]]) will result in your right hand being chopped off. If your hand is already missing you &amp;lt;em&amp;gt;will&amp;lt;/em&amp;gt; be caught and the guards will execute you.&lt;br /&gt;
* Certain other wounds may cause you to be caught.&lt;br /&gt;
* Stay out of sight. Either dark of night, [[Stealth skill|stealth]] or [[Invisibility|invisibility]] is required to enter via {{tt|burgle}}.  You can safely move around unhidden inside. (You won&#039;t learn &#039;&#039;additional&#039;&#039; stealth while searching surfaces unless you&#039;re hidden or invisible.)&lt;br /&gt;
* Don&#039;t linger. Unless you&#039;re a very fast [[Thief]] using all the [[Khri]] advantages, you don&#039;t have time to get loot out of every room.&lt;br /&gt;
* While burgling, watch for &amp;quot;Footsteps nearby make you wonder if you&#039;re pushing your luck.&amp;quot; which indicates you need to leave ASAP (through the kitchen window) or you will be arrested.&lt;br /&gt;
* Don&#039;t do it too often. There&#039;s a message when the cooldown expires. You will automatically fail and be arrested if you {{com|burgle}} while under the cooldown timer.&lt;br /&gt;
* Watch your inventory count. If you are 10 or fewer items from your [[Inventory (concept)|inventory limit]] you will automatically fail.&lt;br /&gt;
* Paladins: you will learn [[Thievery skill|Thievery]] via {{com|burgle}}, even if you don&#039;t take anything inside the domicile.&lt;br /&gt;
* Put/send away all [[Vanity pet|vanity pets]] and [[Ranger companion|Ranger companions]] before you burgle.  Breaking and entering &#039;&#039;will&#039;&#039; eat them.&lt;br /&gt;
* You will auto fail if there is a guard in the room when you burgle, or when you exit through the window.&lt;br /&gt;
* Take care to type {{tt|Burgle Recall}} carefully. A mistyped command will result in your immediate arrest if the cooldown has not expired.&lt;br /&gt;
&lt;br /&gt;
===Subscription Levels===&lt;br /&gt;
* [[Premium]] subscription provides a few bonuses. It reduces cooldown and increases chance of loot slightly.&lt;br /&gt;
* [[F2P]] Characters don&#039;t grant extra rooms, and they don&#039;t grant lower cooldown for better survival skillset placement. They also have a very low chance (2%) of finding loot, regardless of skillset placement or khri used if a thief. &lt;br /&gt;
* F2P Characters also must be wary of item counts.  If you are close to your item limit, the system will automatically throw you in jail with the message &amp;quot;The sheer amount of your gear causes local law enforcement to take notice of your criminal intent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Getting In and Getting Out===&lt;br /&gt;
* You need some method of entry, either a lockpick, lockpick ring, or a heavy rope. This will determine the entry method experience you get.&lt;br /&gt;
:* A lockpick or lockpick ring will train [[Locksmithing]] on success.&lt;br /&gt;
:* A heavy rope will train [[Athletics]] on success.&lt;br /&gt;
:* The item in your right hand will take precedence. If you are wearing a lockpick ring and holding a rope, the rope will be used.&lt;br /&gt;
:* If both a lockpick ring and rope are worn, and neither is held in the hand, the lockpick ring will be used.&lt;br /&gt;
* To exit a burglarized domicile, return to the kitchen (where you always enter) and {{com|go}} {{tt|window}}.&lt;br /&gt;
* Groups need to enter together (otherwise you&#039;d go to separate microsegs). After that, you can split up.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
* Entry method experience is granted on exit.&lt;br /&gt;
* You get half experience if you are caught in the home, or exit the home with a guard in the room you started in.&lt;br /&gt;
* You gain additional experience from {{com|SEARCH}}ing or {{com|RUMMAGE}}ing through each surface in the rooms, [[Thievery]] and [[Stealth]] (if you&#039;re hidden/invisible).&lt;br /&gt;
:* &amp;lt;s&amp;gt;&#039;&#039;Note: you will receive this experience for the action; it is not dependent on finding an item to award the EXP.&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
::* As per GM [[Javac]], &amp;quot;You do not get experience for finding nothing. You can search/rummage again on that container to try and find something.&amp;quot;&lt;br /&gt;
:* &#039;&#039;Note: if you fail to find something on a surface, you can re-search/re-rummage it to try again, with an equal chance to pick something up the 2nd time. However, only 1 item may be picked up per surface, per {{tt|BURGLE}}, so move onto another room if you find an item.&#039;&#039;&lt;br /&gt;
* Survival primary behaves slightly differently. Each Survival primary increases the entry method experience. Entering with a group of 3 or more survival primes will allow you to learn both athletics and locksmithing entry method skills in the same burgle.&lt;br /&gt;
* Exiting the home provides [[Stealth]] experience based on skillset placement.  Survival primary characters receive 17/34 [[Stealth]] upon exit; all others receive ~8.5/34.&lt;br /&gt;
&lt;br /&gt;
==Cooldown Times==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! F2P&amp;lt;br/&amp;gt;Cooldown || Standard Acct&amp;lt;br/&amp;gt;Cooldown || Premium Acct&amp;lt;br/&amp;gt;Cooldown&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | [[Thief|Thieves]] &lt;br /&gt;
| 60 min || 25 min || 20 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Primary&lt;br /&gt;
| 60 min || 30 min || 25 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Secondary&lt;br /&gt;
| 60 min || 40 min || 35 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Survival Tertiary + Commoners&lt;br /&gt;
| 60 min || 50 min || 45 min&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Paladin&lt;br /&gt;
| 60 min || 60 min || 55 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your entire group uses the best time, and your entire group benefits from a premium character in your group.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Having a Premium character in your group, regardless of their skillset placement, reduces the cooldown by five minutes.&lt;br /&gt;
* As an example, if a Premium [[Bard]] (Survival Tertiary) and a Standard Thief were to burgle together in a group, both characters would have a 20 minute cooldown. (Standard Thief = 25 minutes, -5 minutes for a Premium character.)&lt;br /&gt;
&lt;br /&gt;
Cooldown is in real life time, logged in and/or out.&lt;br /&gt;
&lt;br /&gt;
===Checking Cooldown===&lt;br /&gt;
You can use {{tt|BURGLE RECALL}} to determine how long you should wait. There is also a HELP option, so {{tt|HELP VERB BURGLE}} as well as {{tt|BURGLE HELP}} will give you this information.  Additionally, you will receive the following message when the cooldown timer is up:&lt;br /&gt;
: &#039;&#039;A tingling on the back of your neck draws attention to itself by disappearing, making you believe the heat is off from your last break in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you attempt to {{tt|burgle}} before your cooldown timer is up, you will immediately be caught.&lt;br /&gt;
&lt;br /&gt;
==Rooms and Loot==&lt;br /&gt;
* All houses contain a Kitchen and a Bedroom.&lt;br /&gt;
* You always enter through the kitchen. The layout is randomly generated when you enter. Each room has a surface you can {{tt|SEARCH}} for a chance at burgling an item. The extra rooms that generate depend on your guild.&lt;br /&gt;
* Each primary skillset characters, with the exception of Paladins and F2P characters, will unlock a different room.&lt;br /&gt;
:* [[Free accounts]] do not unlock additional rooms, regardless of their skillset placement.&lt;br /&gt;
:* Paladins can {{com|BURGLE}} at the risk of learning [[thievery]], but will not unlock any additional rooms.&lt;br /&gt;
:* Example: having a Moon Mage and a Barbarian will unlock two additional rooms, the Sanctum and the Armory.&lt;br /&gt;
* Non-F2P Survival primary also behaves slightly differently, with each Survival primary in the group unlocking a random room that isn&#039;t already unlocked.&lt;br /&gt;
:* Example: a Thief, Necromancer, or Ranger operating alone will enter a domicile with three rooms (the Kitchen, the Bedroom, and... something else).&lt;br /&gt;
:* Example: having a Moon Mage and a Thief will unlock two additional rooms. The Moon Mage will unlock the Sanctum. The Thief will (randomly) unlock one of the &#039;&#039;remaining&#039;&#039; choices, either the Armory, Library or Work Room.&lt;br /&gt;
* If you have every room unlocked, and extra non-F2P survival primes who don’t have a room to randomly unlock, they will instead add some time to the microseg.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room || Searchable Surface|| Unlocked by [[Skillsets|Primary Skillset]] || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Kitchen loot|Kitchen]] || counter || All || &#039;&#039;&#039;The exit room.&#039;&#039;&#039; Always present, regardless of guild.&lt;br /&gt;
* [[Breaking and Entering/Kitchen loot|Loot]] focuses on [[Alchemy]] tools, kitchen-themed weapons and armor, kitchen-themed toys and random food &amp;amp; drink items.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Bedroom loot|Bedroom]] || bed || All || Always present, regardless of guild. &lt;br /&gt;
* [[Breaking and Entering/Bedroom loot|Loot]] focuses on [[Locksmithing]] trainers, along with verbed clothing, jewelry &amp;amp; toys with Zoluren famous faces &amp;amp; places themes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Armory loot|Armory]] || rack || Weapon Primary || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Armory loot|Loot]] focuses on weapons, armor, shields &amp;amp; ammo.&lt;br /&gt;
|- &lt;br /&gt;
| [[Breaking and Entering/Library loot|Library]] || bookshelf || Lore Primary || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Library loot|Loot]] focuses on musical instruments, [[Trader jewelry]] items, pre-filled [[compendium]]s, [[scroll stacker]]s, [[companion slate]]s, cambrinth items and verbed toys &amp;amp; props.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Sanctum loot|Sanctum]] || desk || Magic Primary || Survival Primary guilds can randomly unlock this room.&lt;br /&gt;
* [[Breaking and Entering/Sanctum loot|Loot]] focuses on [[cambrinth]] &amp;amp; [[gaethzen]] items, {{ilink|i|memory orb}}s, telescopes, cases &amp;amp; divination tools, belt-worn skinning knives and single-use enchanted items (minion identification, backtrace, etc. &amp;amp; [[mail]] system items).&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaking and Entering/Work Room loot|Work Room]] || table || [[Commoners]] || Survival Primary guilds can randomly unlock this room. &lt;br /&gt;
* [[Breaking and Entering/Work Room loot|Loot]] focuses on crafting system tools &amp;amp; consumable products (oil, pins, etc.), [[lockpick ring]]s and crafting-themed containers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Messages==&lt;br /&gt;
&lt;br /&gt;
===Caught due to carrying too many items in clan justice===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The sheer amount of your gear causes local law enforcement to take notice of your criminal intent.&lt;br /&gt;
&lt;br /&gt;
Clan guards arrive, an angry glint in their eyes!  After a thorough search, they discover you in your place of concealment and quickly surround you in a circle of brandished weapons.&lt;br /&gt;
&lt;br /&gt;
After a moment the leader steps forward grimly, &amp;quot;So, you thought you could get away with stealing from one of ours.  Well I don&#039;t know where you come from, but around here we don&#039;t take that too well.&amp;quot;  With that, he steps away and signals to the waiting guards.  Before you can even blink, you are trussed up and kneeling before a hooded figure in a mask.&lt;br /&gt;
&lt;br /&gt;
The figure intones solemnly, &amp;quot;I now pronounce sentence.&amp;quot;  With that, the figure produces a wicked axe from beneath his cloak as the guards grab your right arm and stretch it outwards.  With a mighty swing, the axe cleaves downwards, severing your hand neatly at the wrist.&lt;br /&gt;
&lt;br /&gt;
Your heavy rope falls to your feet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Caught due to burgling in front of a guard in town justice===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A town guard watches on in bewilderment as you attempt to burgle a home right in front of him, incriminating yourself before the guard moves to summon backup.&lt;br /&gt;
&amp;quot;Stop right there!&amp;quot;  The shout reverberates through the area as the guard charges towards you.  &amp;quot;You&#039;re under arrest!&amp;quot;&lt;br /&gt;
Before you really realize what&#039;s going on, your hands are firmly bound behind you and you are marched off.&lt;br /&gt;
Arriving at the jail, the guard submits you to a brutal strip search and throws your things into a large sack.  From there you are dragged down a dark hallway and into a cell.  As the door shuts, you hear the guard growl, &amp;quot;...and there you&#039;ll STAY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door slams shut, a sound not unlike that of a tomb closing.&lt;br /&gt;
&lt;br /&gt;
The town crier approaches the wanted board, calling out, &amp;quot;The criminal Gunderoak has been apprehended by a town guard for the crimes of thievery!&amp;quot;&lt;br /&gt;
&amp;lt;/pre&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=Scroll_stacker&amp;diff=691800</id>
		<title>Scroll stacker</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Scroll_stacker&amp;diff=691800"/>
		<updated>2026-06-10T02:48:49Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Variations */ Convert item search to use ASK so capacity can be shown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}{{RTOC}}&lt;br /&gt;
==Description==&lt;br /&gt;
Introduced at [[Guildfest 423]], scroll stackers allow users to ({{com|PUSH}} {{tt|my &amp;lt;stacker&amp;gt; with my &amp;lt;scroll&amp;gt;}}) in order to scribe multiple copies of a number of different [[scroll|spell scrolls]] into them. The scroll being scribed is destroyed in the proccess. Each copy can later be retrieved using ({{com|PULL}} {{tt|my &amp;lt;stacker&amp;gt;}}) after it has been {{com|TURN}}ed to a section.&lt;br /&gt;
&lt;br /&gt;
{{com|STUDY}}ing your scroll stacker will reveal its capacity and whether or not it is a custom paper stacker.&lt;br /&gt;
&lt;br /&gt;
===Capacity===&lt;br /&gt;
Different scroll stackers have different capacities. Standard festival shop stackers have 20 spell sections capable of holding up to 10 copies of a spell. Capacities for limited items are higher, with GM Auction scroll stackers having 50 spell sections capable of holding 50 copies each.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stacker!!Sections!!Copies&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|fire-blasted tome bound in leather}}||50||50&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|organized roll of leaves secured with twine}}||50||50&lt;br /&gt;
|-&lt;br /&gt;
|{{ilink|i|elegant folio bound in pale leather}}||30||25&lt;br /&gt;
|-&lt;br /&gt;
|standard||20||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom paper===&lt;br /&gt;
Some stackers allow for custom [[paper]] options which mean that when {{com|PULL}}ed, you will get a {{tt|&amp;lt;paper&amp;gt; scroll}}. To change the type of paper that a custom paper scroll stacker uses, {{com|push}} {{tt|my &amp;lt;stacker&amp;gt; with my paper}} when holding a different type of paper.&lt;br /&gt;
&lt;br /&gt;
===Container===&lt;br /&gt;
Scroll stackers are also containers capable of holding items.  Standard ones sold at festivals have a capacity of 6 length x 3 width x 3 height x 60 stones. You can {{com|LOOK}} {{tt|in}}, {{com|RUMMAGE}} or {{com|INVENTORY}} the stacker to view its contents.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting tips===&lt;br /&gt;
* If you {{com|CLOSE}} and {{com|OPEN}} the stacker it will return to the first page. This is useful if you aren&#039;t able to get back to the first page with {{com|TURN}}.&lt;br /&gt;
* The stacker is also a container. If you find your scroll &amp;quot;missing&amp;quot;, try {{com|LOOK}} {{tt|IN &amp;lt;stacker&amp;gt;}} as you might have {{com|PUT}} your scroll in the container instead of {{com|PUSH}} {{tt|&#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; with &#039;&#039;&amp;lt;scroll&amp;gt;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|STUDY}}:&lt;br /&gt;
*:Examining the &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;, you&#039;re pretty sure you can OPEN, CLOSE, READ, LOOK, TURN, PUSH, PULL, FLIP.&lt;br /&gt;
*:Your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; currently has 20 spell sections and allows for 10 copies of each.&lt;br /&gt;
*:&amp;amp;nbsp;&lt;br /&gt;
*:Your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; allows for custom paper on &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.&lt;br /&gt;
*:Your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; is currently configured to use &#039;&#039;&amp;lt;paper&amp;gt;&#039;&#039; for scrolls.  To change this, you can PUSH your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; with a different PAPER.&lt;br /&gt;
*:&amp;amp;nbsp;&lt;br /&gt;
*:SYNTAX: {{com|PUSH}} &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; with (SCROLL)&lt;br /&gt;
*:&amp;amp;nbsp;&lt;br /&gt;
*:To remove a written scroll:&lt;br /&gt;
*::{{com|TURN}} MY &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; to find the spell.&lt;br /&gt;
*::{{com|PULL}} MY &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*{{com|OPEN}}: You open your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; to the first section.&lt;br /&gt;
*{{com|CLOSE}}: You close your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*{{com|READ}} (when closed): The &#039;&#039;&amp;lt;stacker&#039;&#039;&amp;gt; is closed.&lt;br /&gt;
*{{com|READ}} (when open to an empty section): This section is empty.&lt;br /&gt;
*{{com|READ}} (when open to an empty section - folio with contents): There&#039;s nothing in this section, but you may have spells on other sections.  You can TURN &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; to check another section.&lt;br /&gt;
*{{com|READ}} (when open to a spell section): The &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; is open to the &#039;&#039;&amp;lt;spell name&amp;gt;&#039;&#039; section.  There is &#039;&#039;&amp;lt;number&amp;gt;&amp;quot;&amp;quot; copy/copies of the spell left.  You can PULL &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; to remove the/a copy.&lt;br /&gt;
&lt;br /&gt;
*{{com|LOOK}}: Provides the same results as {{com|READ}} but also shows the scroll stacker&#039;s long description.&lt;br /&gt;
*{{com|LOOK}} {{tt|in &amp;lt;stacker&amp;gt;}}: [now (see [[Talk:Scroll_stackers|discussion]])] reveals items contained within. &lt;br /&gt;
&lt;br /&gt;
*{{com|TURN}} (when closed): Turning your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; vertical, you flip through the pages rapidly, glancing at the contents without really seeing what&#039;s there.  [If you&#039;re trying to TURN to another section, you need to OPEN your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; first.]&lt;br /&gt;
*{{com|TURN}} (when open): You turn to a new section in your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*{{com|PUSH}} (when closed): You tap your finger against your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; pensively.  [If you&#039;re trying to add something to your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;, you need to open the &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; first.]&lt;br /&gt;
*{{com|PUSH}} (when open): What are you trying to push into your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;?  [SYNTAX:  PUSH &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039; WITH (SCROLL|PAPER)]&lt;br /&gt;
*{{com|PUSH}} (with unread scroll):  Realizing that the scroll is not labelled, you stop, unsure of where to add the spell in.&lt;br /&gt;
*{{com|PUSH}} (with un-sectioned scroll): Not finding a matching section, you flip to an empty section, and after labeling it, you copy in the spell.  Your scroll crumbles to dust afterward.&lt;br /&gt;
*{{com|PUSH}} (with sectioned scroll):  Flipping through the tome, you find room in a matching section, and copy in the spell.  Your scroll crumbles to dust afterward.&lt;br /&gt;
&lt;br /&gt;
*{{com|PULL}} (when closed): You pull at the binding on your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.  [If you&#039;re trying to remove a scroll, you need to open the {{tt|folio}} first.]&lt;br /&gt;
*{{com|PULL}} (when open to an empty section): This section is empty.&lt;br /&gt;
*{{com|PULL}} (when open to a spell section - multiple copies):  Carefully, you remove a copy of the spell from your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.&lt;br /&gt;
*{{com|pull}} (when open to a spell section - last copy): This was the last copy in that section.  You erase the section from your &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*{{com|FLIP}}:&lt;br /&gt;
*:You flip through the &#039;&#039;&amp;lt;stacker&amp;gt;&#039;&#039;, checking each section before closing it.&lt;br /&gt;
*:The &#039;&#039;&amp;lt;spell&amp;gt;&#039;&#039; section has 1 copy available.&lt;br /&gt;
*:Section 2 is empty.&lt;br /&gt;
*:Section 3 is empty.&lt;br /&gt;
*:Section 4 is empty.&lt;br /&gt;
*:Section 5 is empty.&lt;br /&gt;
*:Section 6 is empty.&lt;br /&gt;
*:Section 7 is empty.&lt;br /&gt;
*:Section 8 is empty.&lt;br /&gt;
*:Section 9 is empty.&lt;br /&gt;
*:Section 10 is empty.&lt;br /&gt;
*:Section 11 is empty.&lt;br /&gt;
*:Section 12 is empty.&lt;br /&gt;
*:Section 13 is empty.&lt;br /&gt;
*:Section 14 is empty.&lt;br /&gt;
*:Section 15 is empty.&lt;br /&gt;
*:Section 16 is empty.&lt;br /&gt;
*:Section 17 is empty.&lt;br /&gt;
*:Section 18 is empty.&lt;br /&gt;
*:Section 19 is empty.&lt;br /&gt;
*:Section 20 is empty.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
{{#ask: [[Item type is::Scroll stacker]]&lt;br /&gt;
 |?Source is=Source&lt;br /&gt;
 |?Rare item=Rare?&lt;br /&gt;
 |?Is incomplete=Incomplete?&lt;br /&gt;
 |?Item capacity is=# of Pages&lt;br /&gt;
 |format=table&lt;br /&gt;
 |limit=500&lt;br /&gt;
 |offset=0&lt;br /&gt;
 |link=all&lt;br /&gt;
 |sort=&lt;br /&gt;
 |order=asc&lt;br /&gt;
 |headers=show&lt;br /&gt;
 |mainlabel=Item&lt;br /&gt;
 |searchlabel=... further results&lt;br /&gt;
 |default=None yet&lt;br /&gt;
 |class=sortable wikitable smwtable&lt;br /&gt;
 |sep=,&amp;amp;nbsp;&lt;br /&gt;
 |prefix=none&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=Post:P1_Empath_Guild_Removal_Mechanics_on_02/12/2021_21:48&amp;diff=691799</id>
		<title>Post:P1 Empath Guild Removal Mechanics on 02/12/2021 21:48</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:P1_Empath_Guild_Removal_Mechanics_on_02/12/2021_21:48&amp;diff=691799"/>
		<updated>2026-06-10T02:24:57Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|t=Re: P1 Empath Guild Removal Mechanics&lt;br /&gt;
|d=02/12/2021 21:48 CST&lt;br /&gt;
|n=1508&lt;br /&gt;
|a=DR-CORDULIA&lt;br /&gt;
|f=The Empaths \ Responses to GM/Official Announcements&lt;br /&gt;
|p=&lt;br /&gt;
&amp;gt;&amp;gt;CATHLULU2: So would folks using scripts to kick on site be considered mech abuse? How about using the mechanic during a consented fight? It&#039;s definitely being heavily abused.&lt;br /&gt;
&lt;br /&gt;
In general, use of guild removal mechanics is a no-GM situation, as we intended to allow Empaths to police their own guild (and that includes the removal of characters they deem to be disruptive). There are exceptions for mechanics abuse or harassment.&lt;br /&gt;
&lt;br /&gt;
As you may know, we don&#039;t discuss policy hypotheticals on the forum. If someone is suspected of abusing the removal mechanics, the character being removed needs to assist at the time that it is happening in order for a GM to review the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GM Cordulia&lt;br /&gt;
|sub=DragonRealms Policy, Empaths&lt;br /&gt;
|r=p&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:P1_Empath_Guild_Removal_Mechanics_on_02/12/2021_21:48&amp;diff=691798</id>
		<title>Post:P1 Empath Guild Removal Mechanics on 02/12/2021 21:48</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:P1_Empath_Guild_Removal_Mechanics_on_02/12/2021_21:48&amp;diff=691798"/>
		<updated>2026-06-10T02:18:14Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Created page with &amp;quot;{{Post |t=Re: P1 Empath Guild Removal Mechanics |d=02/12/2021 21:48 CST |n=1508 |a=DR-CORDULIA |f=The Empaths \ Responses to GM/Official Announcements |p= &amp;gt;&amp;gt;CATHLULU2: So would folks using scripts to kick on site be considered mech abuse? How about using the mechanic during a consented fight? It&amp;#039;s definitely being heavily abused.  In general, use of guild removal mechanics is a no-GM situation, as we intended to allow Empaths to police their own guild (and that includes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|t=Re: P1 Empath Guild Removal Mechanics&lt;br /&gt;
|d=02/12/2021 21:48 CST&lt;br /&gt;
|n=1508&lt;br /&gt;
|a=DR-CORDULIA&lt;br /&gt;
|f=The Empaths \ Responses to GM/Official Announcements&lt;br /&gt;
|p=&lt;br /&gt;
&amp;gt;&amp;gt;CATHLULU2: So would folks using scripts to kick on site be considered mech abuse? How about using the mechanic during a consented fight? It&#039;s definitely being heavily abused.&lt;br /&gt;
&lt;br /&gt;
In general, use of guild removal mechanics is a no-GM situation, as we intended to allow Empaths to police their own guild (and that includes the removal of characters they deem to be disruptive). There are exceptions for mechanics abuse or harassment.&lt;br /&gt;
&lt;br /&gt;
As you may know, we don&#039;t discuss policy hypotheticals on the forum. If someone is suspected of abusing the removal mechanics, the character being removed needs to assist at the time that it is happening in order for a GM to review the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GM Cordulia&lt;br /&gt;
|sub=DragonRealms Policy, Empaths&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Remedies_discipline&amp;diff=691751</id>
		<title>Remedies discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remedies_discipline&amp;diff=691751"/>
		<updated>2026-06-08T14:51:02Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Basics */ General rule on crushing vs drying and water vs alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Remedies discipline&#039;&#039;&#039; is an [[Alchemy craft]] that controls the creation of curative goods, such as salves, ointments, tinctures, and ungents.&lt;br /&gt;
&lt;br /&gt;
Society locations are available in [[Alchemy Society (Crossing)|Crossing]], [[Alchemy Society (Riverhaven)|Riverhaven]], [[Alchemy Society (Ratha)|Ratha]] and [[Alchemy Society (Shard)|Shard]].&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Foraging|Foraged]] raw materials are dried or crushed and used as the controlling ingredient, and then {{com|stir}}red. Water or alcohol is added when needed, and a catalyst is added to determine its effectiveness. Some remedies, like itch salve, require a second prepared raw material when prompted.&lt;br /&gt;
&lt;br /&gt;
The {{com|analyze}} command can be used to determine certain basic properties of items, as well as the next step required during the crafting process.  For more specific information, {{com|appraise}} the item {{tt|carefully}} to tell you how its inherent properties compare on the [[Trader&#039;s Scale]].&lt;br /&gt;
&lt;br /&gt;
A general rule covering the preparation of herbs and solvents used in remedies is: &lt;br /&gt;
* remedies that heal externals (fresh wounds or scars) need to be crushed, and prepared in a mortar with a pestle&lt;br /&gt;
* remedies that heal internals (fresh wounds or scars) need to be dried, and prepared in a bowl/cauldron with a mixing stick&lt;br /&gt;
* remedies that heal fresh wounds (external, internal) use water as a solvent&lt;br /&gt;
* remedies that heal scars (external, internal) use alcohol as a solvent&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:bottom;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right;&amp;quot; | &lt;br /&gt;
! Fresh Wounds&lt;br /&gt;
! Scars&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Externals&lt;br /&gt;
| crushed/water&lt;br /&gt;
| crushed/alcohol&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | Internals&lt;br /&gt;
| dried/water&lt;br /&gt;
| dried/alcohol&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&#039;&#039;See [[Remedies Products]] for a detailed list of what can be crafted.&lt;br /&gt;
&lt;br /&gt;
The first item you will be asked to make is Blister cream. &lt;br /&gt;
(25 pieces) dried red flowers........... 275 Lirums  &lt;br /&gt;
10 splashes of water..................... 50 Lirums&lt;br /&gt;
(25 pieces) dried nemoih................. 200 Lirums&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Remedies Techniques]] for a detailed list.&#039;&#039;&lt;br /&gt;
As with all creation disciplines, you may learn a range techniques from an Alchemy Master to make Remedies tasks easier.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
:&#039;&#039;See [[Crafting Tools]] for an in depth discussion of them.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Crafting Book|Remedy Book]]&#039;&#039;&#039;: This book holds information on all the remedy techniques and items that a standard alchemist can make.&lt;br /&gt;
* &#039;&#039;&#039;[[Wayerd pyramid]]&#039;&#039;&#039;: Dries raw materials.&lt;br /&gt;
* &#039;&#039;&#039;[[Pestle]]&#039;&#039;&#039;: Crushes raw materials and salves.&lt;br /&gt;
* &#039;&#039;&#039;[[Mortar]]&#039;&#039;&#039;: Holds raw materials and salves during creation process.&lt;br /&gt;
* &#039;&#039;&#039;[[Mixing stick]]&#039;&#039;&#039;: Stirs potions.&lt;br /&gt;
* &#039;&#039;&#039;[[Bowl]]&#039;&#039;&#039;: Holds potions during creation process.&lt;br /&gt;
* &#039;&#039;&#039;[[Sieve]]&#039;&#039;&#039;: Filters excess materials from a remedy.&lt;br /&gt;
* &#039;&#039;&#039;[[Scissors]]&#039;&#039;&#039;: Used to cut portions of materials. [EDIT: Not necessary anymore]&lt;br /&gt;
&lt;br /&gt;
==Crushing==&lt;br /&gt;
Once you have foraged up or purchased the herb you need for your remedy and have determined, via APPRAISING it carefully, that it needs to be crushed, PUT the herb in your [[mortar]].  Take your [[pestle]] and CRUSH &amp;lt;herb&amp;gt; in mortar with pestle until it is processed completely.  In most cases, your item will turn from the base herb, such as a yelith root, into some crushed yelith.&lt;br /&gt;
&lt;br /&gt;
==Drying==&lt;br /&gt;
Using your [[Wayerd pyramid]], add herbs that need to be dried, close the pyramid and DROP it to the ground. You can GUARD a single item on the ground at any given time. Alternatively, you can {{com|Lower|LOWER}} Ground to lower the pyramid to your feet. If the pyramid is closed, it is &#039;&#039;&#039;usually&#039;&#039;&#039; safe from the janitor.  Most pyramids only work outdoors between dawn &amp;amp; dusk, although cambrinth pyramids will work in any location at any time of day.  The weather also needs to be clear enough for the sun to reach the pyramid, so while there can be some clouds, the weather can not be raining or snowing.&amp;lt;br&amp;gt;&lt;br /&gt;
When your pyramid is working, you will receive a humming message:&lt;br /&gt;
:The Wayerd pyramid emits a low humming noise as the sun&#039;s rays shine down on it.&amp;lt;br&amp;gt;&lt;br /&gt;
When an herb is dry, you will see a secondary message to the above humming message:&lt;br /&gt;
:After several moments a high-pitched humming resonates from the pyramid.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rangers can also [[Beseech the Sun to Dry]].  A maximum beseech acts like a high quality tool (but not master-crafted). As per GM-Kodius, you should be able to get approximately outstanding quality on the drying process using the beseech.&lt;br /&gt;
&lt;br /&gt;
==Catalysts==&lt;br /&gt;
Catalysts are combined with prepared herbs to create remedies and determine the [[Remedies_discipline#Catalyst_Properties|properties]] of the final remedy. A full list of known catalysts and their properties can be found on the [[:Category:Crafting_Materials#Alchemy_materials|Crafting Materials]] page.&lt;br /&gt;
&lt;br /&gt;
*[[coal]] - perhaps the most widely used because of it&#039;s availability, coal can be found via [[mining]] and sold in [[Forging Society|Forging Societies]]&lt;br /&gt;
*[[seolarn weed]] - the weakest of all remedies can be found via [[foraging]]&lt;br /&gt;
*[[electrum]] - found via [[mining]]&lt;br /&gt;
*[[kadepa]] - ultra-rare metal sold during festivals, at auctions, etc. &lt;br /&gt;
*[[niniam]] - the least toxic of all remedies that can be found via [[mining]]&lt;br /&gt;
*[[pewter]] - the strongest catalyst, but also the most toxic. Pewter is made by [[Blacksmithing discipline#Smelting|smelting]] 3 parts [[tin]] with 2 parts [[lead]]. Both tin and lead can be found via [[mining]].&lt;br /&gt;
*[[muracite]] - found via [[mining]]&lt;br /&gt;
*[[niello]] - ultra-rare metal sold during festivals, at auctions, etc.&lt;br /&gt;
*[[orichalcum]] - ultra-rare metal sold during festivals, at auctions, etc.&lt;br /&gt;
&lt;br /&gt;
===Catalyst Properties===&lt;br /&gt;
*Potency - Magnitude of the healing. Potency drops every time the remedy pulses and is reduced when healing multiple wounded areas.&lt;br /&gt;
*Efficacy - The duration for which the remedy remains in effect.&lt;br /&gt;
*Solubility - The amount of time in between pulses. High solubility results in shorter time between pulses.&lt;br /&gt;
*Toxicity - The extent to which using a remedy increases your systemic toxicity. This will build and eventually cause penalties.&lt;br /&gt;
&lt;br /&gt;
==Item Counts==&lt;br /&gt;
*You can COMBINE prepared herbs and remedies.  MARK &amp;lt;item&amp;gt; at # then BREAK &amp;lt;item&amp;gt; to get specific amounts.&lt;br /&gt;
*Water and Alcohol can be combined with COMBINE WATER or COMBINE ALCOHOL. They must be put into a container and poured out to separate.  POUR HELP gives you option for working with the liquids.&lt;br /&gt;
&lt;br /&gt;
==Pfanston&#039;s Guide to Remedies==&lt;br /&gt;
Ranger [[Pfanston]] (and his soggy pup) have put together an extensive how-to guide for the remedy system, which includes an overview of herbs, catalysts &amp;amp; techniques and a script that will help with your training.  The guide can be found at [[Pfanston&#039;s Guide to Remedies]].&lt;br /&gt;
&lt;br /&gt;
==Other Comments==&lt;br /&gt;
*Known bugs for the system along with a wish-list and suggestions can be found on the [[Crafting feedback]] page.&lt;br /&gt;
*At about 70 ranks alchemy skill you will start to fail at combining your created item with logbook more often with all store bought items. To resolve the issue I foraged my own [[red flower]] and dried them myself. This increased the quality of the item being created.&lt;br /&gt;
{{RefAl}}&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=Remedies_products&amp;diff=691750</id>
		<title>Remedies products</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=691750"/>
		<updated>2026-06-08T14:23:02Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Instructions */ Link instructions column to actual item&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|marram salve (crafted)|general salve}} ||  {{ilink|i|Marram grass salve instructions|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|flamestalk potion (crafted)|general potion}} || {{ilink|i|Ashen flamestalk potion instructions|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|alyssum tea (crafted)|alyssum tea}} || {{ilink|i|Alyssum tea instructions|Instructions}} || 10 - difficult || purple/white/pink alyssum blossom || Exotic Debilitation Remedies || 5 ([[Healing herbs|{{Hover|Purple Alyssum|spiritual sting of death }}]]), 1 ([[Healing herbs|{{Hover|White Alyssum|physical sting of death }}]]), water, 1 ([[Healing herbs|{{Hover|Pink Alyssum|mental sting of death}}]]), 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|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;
&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_(Shard)&amp;diff=691749</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=691749"/>
		<updated>2026-06-08T11:18:00Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Books */ Added uses for alyssum tea instructions + what it does&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 (5) instruction. Reduces Death&#039;s Sting.|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=Alchemy_Society_(Hibarnhvidar)&amp;diff=691748</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=691748"/>
		<updated>2026-06-08T11:17:09Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Books */ corrected alyssum tea uses / price&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 grass 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|ashen 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 (10) instruction.  Reduces Death&#039;s Sting.| 24,8050}}&lt;br /&gt;
{{ShopFootnote|[You may purchase items from the shopkeeper with ORDER #]}}&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&amp;diff=691747</id>
		<title>Alchemy Society</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alchemy_Society&amp;diff=691747"/>
		<updated>2026-06-08T11:07:32Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Add newly added societies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
There are numerous alchemy societies spread over Elanthia.&lt;br /&gt;
* [[{{FULLPAGENAME}} (Aesry Surlaenis&#039;a)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Crossing)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Fang Cove)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Hibarnhvidar)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Muspar&#039;i)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Ratha)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Riverhaven)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Shard)]]&lt;br /&gt;
* [[{{FULLPAGENAME}} (Therenborough)]]&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alchemy_Society_(Hibarnhvidar)&amp;diff=691746</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=691746"/>
		<updated>2026-06-08T11:04:44Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Books */ correct instruction links to item pages&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 grass 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|ashen 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;
==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=Item:Marram_grass_salve_instructions&amp;diff=691745</id>
		<title>Item:Marram grass salve instructions</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Marram_grass_salve_instructions&amp;diff=691745"/>
		<updated>2026-06-08T11:03:36Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Created page with &amp;quot;{{Item |noun=instructions |look=These instructions appear to be very fragile and will wear out quickly when studied.  They have only 10 uses remaining.          -=   Instructions for crafting a general salve    =-    A general salve is a craftable item in the Alchemy society under the Remedies crafting discipline.  This is considered to be a complicated piece to make, though knowledge of the Critical Body Wound Remedies technique will be beneficial to the crafter.    Thi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=instructions&lt;br /&gt;
|look=These instructions appear to be very fragile and will wear out quickly when studied.  They have only 10 uses remaining.&lt;br /&gt;
&lt;br /&gt;
        -=   Instructions for crafting a general salve    =-&lt;br /&gt;
&lt;br /&gt;
  A general salve is a craftable item in the Alchemy society under the Remedies crafting discipline.  This is considered to be a complicated piece to make, though knowledge of the Critical Body Wound Remedies technique will be beneficial to the crafter.&lt;br /&gt;
&lt;br /&gt;
  This item is listed as a &amp;quot;external general wound remedy&amp;quot; ingredient type and is created using a mortar and pestle to crush or a cooking pot and stirring rod to mix.  A crafter may also find it helpful to have a sieve, some water and alcohol, and a fire if mixing on hand.&lt;br /&gt;
&lt;br /&gt;
 A list of ingredients is provided:&lt;br /&gt;
&lt;br /&gt;
   (5) prepared herb (pieces per use, known to heal external wounds over the entire body)&lt;br /&gt;
   (1) splash of water&lt;br /&gt;
   (1) catalyst material&lt;br /&gt;
|MTag=-&lt;br /&gt;
|CTag=-&lt;br /&gt;
|STag=-&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=-&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=100000&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=3&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Ashen_flamestalk_potion_instructions&amp;diff=691744</id>
		<title>Item:Ashen flamestalk potion instructions</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Ashen_flamestalk_potion_instructions&amp;diff=691744"/>
		<updated>2026-06-08T11:00:21Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: Created page with &amp;quot;{{Item |noun=instructions |look=These instructions appear to be very fragile and will wear out quickly when studied.  They have only 10 uses remaining.            -=   Instructions for crafting a general potion    =-      A general potion is a craftable item in the Alchemy society under the Remedies crafting discipline.  This is considered to be an intricate piece to make, though knowledge of the Critical Body Wound Remedies technique will be beneficial to the crafter....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=instructions&lt;br /&gt;
|look=These instructions appear to be very fragile and will wear out quickly when studied.  They have only 10 uses remaining.&lt;br /&gt;
&lt;br /&gt;
        -=   Instructions for crafting a general potion    =-&lt;br /&gt;
&lt;br /&gt;
  A general potion is a craftable item in the Alchemy society under the Remedies crafting discipline.  This is considered to be an intricate piece to make, though knowledge of the Critical Body Wound Remedies technique will be beneficial to the crafter.&lt;br /&gt;
&lt;br /&gt;
  This item is listed as a &amp;quot;internal general wound remedy&amp;quot; ingredient type and is created using a mortar and pestle to crush or a cooking pot and stirring rod to mix.  A crafter may also find it helpful to have a sieve, some water and alcohol, and a fire if mixing on hand.&lt;br /&gt;
&lt;br /&gt;
 A list of ingredients is provided:&lt;br /&gt;
&lt;br /&gt;
   (5) prepared herb (pieces per use, known to heal internal wounds over the entire body)&lt;br /&gt;
   (1) splash of water&lt;br /&gt;
   (1) catalyst material&lt;br /&gt;
|MTag=-&lt;br /&gt;
|CTag=-&lt;br /&gt;
|STag=-&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|hidetype=-&lt;br /&gt;
|rtype=-&lt;br /&gt;
|gtype=-&lt;br /&gt;
|metal=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=100000&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=3&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=691741</id>
		<title>Remedies products</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=691741"/>
		<updated>2026-06-07T23:41:17Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Instructions */ reorder default order to be difficulty, correct typo&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|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|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|alyssum tea (crafted)|alyssum tea}} || Instructions || 10 - difficult || purple/white/pink alyssum blossom || Exotic Debilitation Remedies || 5 ([[Healing herbs|{{Hover|Purple Alyssum|spiritual sting of death }}]]), 1 ([[Healing herbs|{{Hover|White Alyssum|physical sting of death }}]]), water, 1 ([[Healing herbs|{{Hover|Pink Alyssum|mental sting of death}}]]), 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|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;
&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=Item:Alyssum_tea_instructions&amp;diff=691717</id>
		<title>Item:Alyssum tea instructions</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Alyssum_tea_instructions&amp;diff=691717"/>
		<updated>2026-06-06T15:36:39Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=instructions&lt;br /&gt;
|look=These instructions appear to be very fragile, and will wear out quickly when studied...&lt;br /&gt;
&lt;br /&gt;
        -=   Instructions for crafting some alyssum tea    =-&lt;br /&gt;
&lt;br /&gt;
  Some alyssum tea is a craftable item in the Alchemy society under the Remedies crafting discipline.  This is considered to be a difficult (1175/~839) piece to make, though knowledge of the Exotic Debilitation Remedies technique will be beneficial to the crafter.&lt;br /&gt;
&lt;br /&gt;
  This item is listed as a &amp;quot;advanced wound remedy&amp;quot; ingredient type and is created using a mortar and pestle to crush or a cooking pot and stirring rod to mix.  A crafter may also find it helpful to have a sieve, some water and alcohol, and a fire if mixing on hand.&lt;br /&gt;
&lt;br /&gt;
 A list of ingredients is provided:&lt;br /&gt;
&lt;br /&gt;
   (5) prepared herb (pieces per use, known to relieve the spiritual sting of death over the entire body)&lt;br /&gt;
   (1) prepared herb (pieces total, known to relieve the physical sting of death over the entire body)&lt;br /&gt;
   (1) splash of water&lt;br /&gt;
   (1) prepared herb (pieces total, known to relieve the mental sting of death over the entire body)&lt;br /&gt;
   (1) catalyst material&lt;br /&gt;
&lt;br /&gt;
|MTag=-&lt;br /&gt;
|ptype=crafting tool&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|metal=-&lt;br /&gt;
|uses=5&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=125,000&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=3&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used to create: {{sloot|i|alyssum tea (crafted)}}&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=691716</id>
		<title>Remedies products</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remedies_products&amp;diff=691716"/>
		<updated>2026-06-06T15:10:04Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: /* Instructions */ notes alyssum tea&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 || purple/white/pink alyssum blossom || Exotic Debilitation Remedies || 5 ([[Healing herbs|{{Hover|Purple Alyssum|spiritual sting of death }}]]), 1 ([[Healing herbs|{{Hover|White Alyssum|physical sting of death }}]]), water, 1 ([[Healing herbs|{{Hover|Pink Alyssum|mental sting of death}}]]), ctalyst&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=Item:Alyssum_tea_(crafted)&amp;diff=691715</id>
		<title>Item:Alyssum tea (crafted)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Alyssum_tea_(crafted)&amp;diff=691715"/>
		<updated>2026-06-06T15:09:12Z</updated>

		<summary type="html">&lt;p&gt;GRIM45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=tea&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=alyssum&lt;br /&gt;
|ptype=other&lt;br /&gt;
|verby=No&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|type=alchemy&lt;br /&gt;
|metal=-&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=-&lt;br /&gt;
|rarity=common&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|feature-change=No&lt;br /&gt;
|generator=No&lt;br /&gt;
|stacker=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
{{CraftTemplate|itype=remedies|noun=tea|||dif=10||tech=Exotic Debilitation Remedies|rare=false|book=Instructions|inst=Alyssum tea instructions||||}}&lt;br /&gt;
&lt;br /&gt;
* The alyssum tea is a curious specimen.  Normally it is used to lessen the sting of the recently deceased as they reacclimate to being alive.  This particular alyssum tea is known to remove a varied range of the affliction and is of major potency.  The alyssum tea contains approximately &amp;lt;#&amp;gt; doses that you could DRINK.&lt;/div&gt;</summary>
		<author><name>GRIM45</name></author>
	</entry>
</feed>