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		<title>Appraisal skill</title>
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		<updated>2018-01-04T18:57:19Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Need info on creature strength, other stats, health and injuries. Also crafting tools and materials sections.}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; is a Lore skill with applications in a wide variety of systems.  It can tell you the value, weight, and other qualities of items; the stats of your [[weapon]]s and [[armor]]; the skills of your opponent; the [[mana]] capacity of [[cambrinth]] items; and more.&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Boost Appraisal==&lt;br /&gt;
{{#ask:[[Boosts::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Decrease Appraisal==&lt;br /&gt;
{{#ask:[[Debuffs::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Use=&lt;br /&gt;
{{com|appraise}} will give you an assessment of something&#039;s abilities. {{com|compare}} will give you a relative assessment of two items&#039; attributes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal, at least for comparing creatures, is based on base skills rather than factoring {{stat|Agility}}. However, it does take your current {{com|stance}} settings into account.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When comparing armor, it will give an assessment of the armor&#039;s overall maneuvering and stealth hindrance, as well as how hindering it is with everything your are currently wearing after factoring in the relevant armor skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal can also give you an idea of how well you can swim or climb something, and can even provide a bonus to the swim or climb contest on a particularly good appraisal success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will begin to see (at first very inaccurate) damage and protection appraisals at precisely 50 ranks. You can successfully appraise a creature, albeit inaccurately, without experience gain at 10 ranks. You do not gain experience or appraising creatures until 76 ranks, at which point you can see messaging about how well the critter trains.  It takes closer to around 100 ranks to get [[Appraisal skill#accuracy|accurate information]] on items and creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can appraise [[cambrinth]] items to determine their capacity. Appraisal is the primary factor, but [[Arcana skill|arcana]] also contributes to the accuracy. As with weight, holding the cambrinth makes it easier to appraise its capacity.&lt;br /&gt;
&lt;br /&gt;
[[Trader|Traders]] get a bonus to Appraisal. In addition they will appraise the monetary value of any item in all three currencies instead of just that of the current province.&lt;br /&gt;
&lt;br /&gt;
You can also use {{tt|APPRAISE}}  to check an item&#039;s [[Item Registration|registration]] status. There is a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
:Registered to you: The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
:Registered to someone else: Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
==Appraisal For Beginners==&lt;br /&gt;
&lt;br /&gt;
====Weapon and Armor Appraisals====&lt;br /&gt;
Choosing the right equipment for your character is one of the most important decisions a new combatant faces.  Before making an informed decision, however, those wishing to enter combat should first be familiar with the basic terminology of combat.  First, let us {{tt|APPRAISE}} some weapons and armor to understand how to differentiate the value of one piece of equipment from another.  Take, for example, this fictional weapon appraisal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lets look at it line by line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line indicates two things: the weapon class of the weapon being appraised and the range of the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second line indicates which skill the weapon will train. The class is not the same as the skill. For example, both light edge, and medium edge teach the small edge skill. For the vast majority of cases, only the skill trained is important.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section lists the type of damage it does. Based on this, you will want to tailor your attacks to utilize the highest damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is known as the Force of Impact (or FoI) stat. The higher this is, the higher the likelyhood of it causing a stun, unbalancing, or disarming an opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Balance is a stat that determines two things. The first is how well it utilizes agility to bonus accuracy. It also determines how good a weapon is at parrying.&lt;br /&gt;
&lt;br /&gt;
Suitability determines how well it uses strength to grant extra damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a readout of how resistant to damage your weapon is, as well as it&#039;s current condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, whether a weapon is metal or not only determines which repair shop it goes to, though occasionally it may matter for other reasons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heavier a weapon is, the slower it will swing, and the more fatigue it will sap on use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the hard-coded value of the weapon. It&#039;s only major use is to determine the cost of having a shop repair an item, which will be a percent of the appraised cost. It should be noted this has nothing to do with what players value the weapon, which can fluctuate wildly and is completely unrelated.&lt;br /&gt;
&lt;br /&gt;
==Item appraisal==&lt;br /&gt;
There are many ways to train the Appraisal skill. The first way is to appraise items. The quickest way to learn is to appraise an item that is very valuable or has many parts, like a full gem pouch, a really nice bundle, weapons, or armor. If you can&#039;t do this, the next best option is to appraise all of your inventory, the more valuable, the better.&lt;br /&gt;
&lt;br /&gt;
===Appraise Focus===&lt;br /&gt;
A specific type of item appraisal, {{com|APPRAISE}} {{tt|FOCUS &amp;lt;object&amp;gt;}} allows players to focus on valid objects and begin a research project similar to [[magical research]]. This command requires a minimum of 200 ranks in the appraisal skill or a [[Item:Clockwork shark|clockwork shark]] to do. Once completed, this appraisal project will award [[Appraisal skill]] experience, as well as giving a temporary boost to the amount of experience being drained in a target skill. Only one appraisal project may be active on a character at any given time, and the experience drain bonus does not stack with the bonus for an [[RPA]]. Valid targets for this ability range from yourself, which gives an evasion bonus, weapons, armor, and crafting books.&lt;br /&gt;
&lt;br /&gt;
This ability uses the same base mechanics as [[Magical Research|magical research]], so cannot be performed at the same time as a research project and will be [[Magical Research#Other_Actions_During_Research|interupted and prevented by many of the same things]] although it is not quite as restricted.&lt;br /&gt;
&lt;br /&gt;
====Example Messaging====&lt;br /&gt;
;Start of APPRAISE FOCUS&lt;br /&gt;
 You carefully examine your deobar coffer, focusing beyond any individual details.  Instead you concentrate your efforts toward honing your knowledge of locksmithing based on its abstract.&lt;br /&gt;
&lt;br /&gt;
;Research is complete, Bonus begins&lt;br /&gt;
 Breakthrough!&lt;br /&gt;
 You&#039;ve pored over the possibilities, weighed out the consequences, and dismissed a few flawed techniques.  Finally, you think that you&#039;ve grasped a new approach for the subtleties of locksmithing inspired by its abstract.  All that&#039;s left is to put it into practice.&lt;br /&gt;
&lt;br /&gt;
;Bonus ends&lt;br /&gt;
 Your focused insight of locksmithing has been fully explored.&lt;br /&gt;
&lt;br /&gt;
====Compatible Skills====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Skillset!!Game help text!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Asceticism||Armor||?||Placeholder skill, this is not yet implemented. (Paladin only)&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine||Armor||Any piece of Brigandine Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Chain Armor||Armor||Any piece of Chain Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Defending||Armor||The term &amp;quot;Defense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Light Armor||Armor||Any piece of Light Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Plate Armor||Armor||Any piece of Heavy Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Shield Usage||Armor||Any shield can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy||Lore||A crafting book from one of the Alchemy disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||Lore||There are no methods to use APPRAISE FOCUS for Appraisal.||This ability cannot boost itself.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Lore||Lore||The term &amp;quot;Recall&amp;quot; can be used as an APPRAISE FOCUS concept.||the word &amp;quot;Recall&amp;quot; (Bard only)&lt;br /&gt;
|-&lt;br /&gt;
|Empathy||Lore||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Empath only&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting||Lore||A crafting book from one of the Enchanting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Engineering||Lore||A crafting book from one of the Engineering disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Forging||Lore||A crafting book from one of the Forging disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Lore||Lore||There are no methods to use APPRAISE FOCUS for Mechanical Lore.||This skill is not planned to exist much longer.&lt;br /&gt;
|-&lt;br /&gt;
|Outfitting||Lore||A crafting book from one of the Outfitting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Performance||Lore||Any musical instrument can be used as an APPRAISAL FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Scholarship||Lore||The term &amp;quot;Logic&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Tactics||Lore||The term &amp;quot;Offense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Trading||Lore||A typical ledger can be used as an APPRAISE FOCUS item.||Trader only&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||Magic||Any type of runestone can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Astrology||Magic||Any type of telescope can be used as an APPRAISE FOCUS item.||Moon Mage only&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||Magic||Any type of cambrinth item can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation||Magic||Any spell that primarily uses Augmentation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS FORM for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation||Magic||Any spell that primarily uses Debilitation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS ROAR for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Primary Magic||Magic||The term &amp;quot;Magic&amp;quot; can be used as an APPRAISE FOCUS concept.||KHRI for Thieves, INNER FIRE for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery||Magic||The term &amp;quot;Arcane&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Summoning||Magic||?||Talisman (Warrior Mage only)&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Magic||Magic||Any spell that primarily uses Targeted Magic can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Theurgy||Magic||Holy water can be used as an APPRAISE FOCUS item.||Cleric only&lt;br /&gt;
|-&lt;br /&gt;
|Utility||Magic||Any spell that primarily uses Utility can be used as an APPRAISE FOCUS concept||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||Magic||Any spell that primarily uses Warding can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS MEDITATION for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||Survival||Any cardinal direction, or &amp;quot;WATER&amp;quot;, while in a swimming area can be an APPRAISE FOCUS concept.&amp;lt;br&amp;gt;Any climbing obstacle can be an APPRAISE FOCUS item.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Backstab||Survival||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Thief only&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||Survival||You can be used as an APPRAISE FOCUS item.||Yourself&lt;br /&gt;
|-&lt;br /&gt;
|First Aid||Survival||Anatomy Charts and Compendiums can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Locksmithing||Survival||Any locked or trapped treasure container can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Outdoorsmanship||Survival||Foraged plants can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Perception||Survival||Any cardinal direction can be used as an APPRAISE FOCUS concept.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting||Survival||Any type of companion can be used as an APPRAISE FOCUS item.||Ranger Companion&lt;br /&gt;
|-&lt;br /&gt;
|Skinning||Survival||Any skinning knife or part can be a n APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Stealth||Survival||Any cardinal direction while hidden can be used as an APPRAISE FOCUS concept.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Thanatology||Survival||A ritual knife can be used as an APPRAISE FOCUS item.||Necromancer only&lt;br /&gt;
|-&lt;br /&gt;
|Thievery||Survival||Any coin on the ground can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Bows||Weapon||Any Bows type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||Weapon||Any type of Brawling gear can be used as an APPRAISE FOCUS item.||Not including parry sticks.&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow||Weapon||Any Crossbow type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Expertise||Weapon||?||Chakrel amulets (Barbarian only)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Thrown||Weapon||Any weapon that is primarily a Heavy Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Blunt||Weapon||Any Large Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Edged||Weapon||Any Large Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Light Thrown||Weapon||Any weapon that is primarily a Light Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Melee Mastery||Weapon||Any swappable weapon can be used as an APPRAISE FOCUS item.||e.g. bastard sword&lt;br /&gt;
|-&lt;br /&gt;
|Missile Mastery||Weapon||Any type of ammo can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Offhand Weapon||Weapon||Any melee weapon held in the left hand can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Parry Ability||Weapon||Parry sticks can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Polearms||Weapon||Any Polearms type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Slings||Weapon||Any Slings type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Small Blunt||Weapon||Any Small Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Small Edged||Weapon||Any Small Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Staves||Weapon||Any Staves type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Blunt||Weapon||Any Twohanded Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Edged||Weapon||Any Twohanded Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature appraisal==&lt;br /&gt;
The second way to learn is to appraise [[#Creature|critters]].  One can appraise a beast multiple times without regard for a delay between appraisals to quickly learn the ability.  Besides being a good way to gain appraisal experience once you have 76 ranks in Appraisal skill, this is a good habit to develop: It&#039;s useful to know in advance how a critter&#039;s skill compares to yours.&amp;lt;br /&amp;gt;&lt;br /&gt;
A normal or {{tt|quick}} appraise will gauge how much vitality and fatigue a critter currently has, how your stats compare to theirs, and an overall comparison of your offense and defense to theirs.&amp;lt;br /&amp;gt;&lt;br /&gt;
At 76 ranks, appraising {{tt|careful}} will also tell you how the critter will train by [[Brawling skill|brawling]], [[Parry Ability skill|parrying]], [[Evasion skill|evading]], [[Shield Usage skill|blocking]], beguile with [[Tactics skill|tactics]], and [[Targeted Magic skill|targeting]].  If you are holding a [[:Category:Weapon Skillset|weapon]], it will also tell you how well it will train, and if you were to throw it, how it would teach thrown.&lt;br /&gt;
&lt;br /&gt;
==Barrier appraisal==&lt;br /&gt;
The third way, possibly of greatest use to new adventurers, is to appraise swimming locations. In a room where a swimming contest is necessary to exit, you can appraise water or direction. It&#039;s not clear how well this trains, as a new character can learn very little in the Crossing sewers but very well in the Arthe Dale swimming hole. It may be dependent on water depth and current. You can also appraise climbing barriers, but this seems to teach little or nothing at lower ranks.  Successfully appraising a swim or a climb may give you a bonus (&amp;quot;You think you have determined the best route to take&amp;quot;) to climbing or swimming the appraised barrier.&lt;br /&gt;
*It&#039;s worth noting that climbing barriers can be more difficult than the appraisal lets on.&lt;br /&gt;
&lt;br /&gt;
==Item creation==&lt;br /&gt;
The fourth way to learn is through the creation process of several items.  Usually when you are creating an item you will gain a little appraisal as well when you determine the quality of the item.  For example, when braiding grass/vines, you will learn appraisal.  Every time you braid you are automatically appraising the item to see the quality of the item.  Another example is Moon Mage sigil scrolls, every time you read a scroll you appraise the quality of the scroll.  This way is good for learning appraisal while also learning other skills. (In the case of Moon Mage sigil scrolls, you will learn appraisal faster than you will learn astrology or scholarship, but possibly might have a limit.  I have tested with 267 in astrology, 241 in appraisal, and 324 in scholarhsip, I am locking appraisal first, then astrology, then scholarship).&lt;br /&gt;
&lt;br /&gt;
==Fine art appraisal==&lt;br /&gt;
Adventurers have the ability to analyze one-of-a-kind stationary artifacts and receive more details than just your standard {{com|LOOK}}. Currently, the [[Raven&#039;s Court]] is the only place with this type of appraisal available. One must {{tt|STUDY}} a piece in order to learn. STUDYing will teach appraisal and scholarship. There are a few levels of success. Everyone should be able to learn no matter what information they see. Naturally, with the highest level of success, the most information will be displayed. Bards and Traders have a bonus, so they should effectively be able to learn better and see more information earlier on.&lt;br /&gt;
&lt;br /&gt;
==Item weight detection==&lt;br /&gt;
3.0 changed detecting numerical weights in stones to not occur until higher ranks.  For a non-trader, expect not to begin to get numerical weight return on appraisals for any item until 170 ranks at minimum.  As you increase in skill, weight detection will become more common and more accurate.  At 400 ranks you receive a fairly accurate weight estimate most of the time.  At 500 ranks, expect perfect weight results every time with the standard 8 second roundtime.  As an aside, at 500 ranks, quick appraisals continue to be clumsy regarding weight, but will be exact in all other regards, probably the equivalent of a standard appraisal at 250-300 ranks.&lt;br /&gt;
&lt;br /&gt;
=Accuracy=&lt;br /&gt;
The accuracy of your appraisal depends primarily upon the number of ranks that you have in appraisal. ([[Trader|Traders]] have a bonus.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When appraising weapons or armor, the number of ranks that you have in that weapon or armor type affects the accuracy, at least for non-Traders. For example, if you were appraising a claymore, you find it easier to appraise if you had 200 ranks in twohanded edged weapons than if you had only 50 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Only when &amp;quot;you are certain&amp;quot; about some property can you be sure that your appraisal is an accurate assessment. Otherwise, the more confident you are about the accuracy, the closer your assessment is to the truth.&lt;br /&gt;
&lt;br /&gt;
Accuracy Levels (from best to worst)&lt;br /&gt;
&lt;br /&gt;
*are/feel certain that&lt;br /&gt;
*are/feel confident that&lt;br /&gt;
*think that&lt;br /&gt;
*believe that&lt;br /&gt;
*are pretty sure that&lt;br /&gt;
*think it is likely that&lt;br /&gt;
*estimate that&lt;br /&gt;
*guess that&lt;br /&gt;
*wonder if&lt;br /&gt;
&lt;br /&gt;
=Appraisal values=&lt;br /&gt;
==Weapons==&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0||no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|1||dismal||1||5&lt;br /&gt;
|-&lt;br /&gt;
|2||poor||5||10&lt;br /&gt;
|-&lt;br /&gt;
|3||low||10||15&lt;br /&gt;
|-&lt;br /&gt;
|4||somewhat fair||15||20&lt;br /&gt;
|-&lt;br /&gt;
|5||fair||20||25&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat moderate||25||30&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate||30||35&lt;br /&gt;
|-&lt;br /&gt;
|8||somewhat heavy||35||40&lt;br /&gt;
|-&lt;br /&gt;
|9||heavy||40||45&lt;br /&gt;
|-&lt;br /&gt;
|10||very heavy||45||50&lt;br /&gt;
|-&lt;br /&gt;
|11||great||50||55&lt;br /&gt;
|-&lt;br /&gt;
|12||very great||55||60&lt;br /&gt;
|-&lt;br /&gt;
|13||severe||60||65&lt;br /&gt;
|-&lt;br /&gt;
|14||very severe||65||70&lt;br /&gt;
|-&lt;br /&gt;
|15||extreme||70||75&lt;br /&gt;
|-&lt;br /&gt;
|16||very extreme||75||??&lt;br /&gt;
|-&lt;br /&gt;
|17||mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|18||very mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|19||bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|20||very bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|21||devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|22||very devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|23||overwhelming||||&lt;br /&gt;
|-&lt;br /&gt;
|24||annihilating||||&lt;br /&gt;
|-&lt;br /&gt;
|25||obliterating||||&lt;br /&gt;
|-&lt;br /&gt;
|26||demolishing||||&lt;br /&gt;
|-&lt;br /&gt;
|27||catastrophic||||&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Balance/Power/FOI!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0 ||not&lt;br /&gt;
|-&lt;br /&gt;
|1 ||terribly&lt;br /&gt;
|-&lt;br /&gt;
|2 ||dismally&lt;br /&gt;
|-&lt;br /&gt;
|3 ||poorly&lt;br /&gt;
|-&lt;br /&gt;
|4 ||inadequately&lt;br /&gt;
|-&lt;br /&gt;
|5 ||fairly&lt;br /&gt;
|-&lt;br /&gt;
|6 ||decently&lt;br /&gt;
|-&lt;br /&gt;
|7 ||reasonably&lt;br /&gt;
|-&lt;br /&gt;
|8 ||soundly&lt;br /&gt;
|-&lt;br /&gt;
|9 ||well&lt;br /&gt;
|-&lt;br /&gt;
|10 ||very well&lt;br /&gt;
|-&lt;br /&gt;
|11 ||extremely well&lt;br /&gt;
|-&lt;br /&gt;
|12 ||exellently&lt;br /&gt;
|-&lt;br /&gt;
|13 ||superbly&lt;br /&gt;
|-&lt;br /&gt;
|14 ||incredibly&lt;br /&gt;
|-&lt;br /&gt;
|15 ||amazingly&lt;br /&gt;
|-&lt;br /&gt;
|16 ||unbelievably&lt;br /&gt;
|-&lt;br /&gt;
|17 ||perfectly&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The numerical values for damage were derived from Copernicus&#039; Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power.  Some information is still missing or incomplete.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Draw Strength!!Shortbow!!Longbow!!Composite Bow&lt;br /&gt;
|-&lt;br /&gt;
|extremely low||||||&lt;br /&gt;
|-&lt;br /&gt;
|very low||||||&lt;br /&gt;
|-&lt;br /&gt;
|somewhat low||||||&lt;br /&gt;
|-&lt;br /&gt;
|average||3||4||5&lt;br /&gt;
|-&lt;br /&gt;
|somewhat high||||||&lt;br /&gt;
|-&lt;br /&gt;
|very high||||||&lt;br /&gt;
|-&lt;br /&gt;
|exceptionally high||||||&lt;br /&gt;
|-&lt;br /&gt;
|extremely high||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Brawling Gear Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|a little||?||?&lt;br /&gt;
|-&lt;br /&gt;
|some||?||?&lt;br /&gt;
|-&lt;br /&gt;
|quite a bit||?||?&lt;br /&gt;
|-&lt;br /&gt;
|a lot||?||?&lt;br /&gt;
|}&lt;br /&gt;
There are two types of brawling damage.&lt;br /&gt;
:*If the damage stat does not end in &amp;quot;increase,&amp;quot; it replaces the standard stat-based damage and uses the brawling weapon scale.&lt;br /&gt;
:*If the damage stat ends in &amp;quot;increase,&amp;quot; the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons &amp;quot;don&#039;t seem to do much of anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Armor &amp;amp; shield==&lt;br /&gt;
&lt;br /&gt;
===Hindrance===&lt;br /&gt;
&lt;br /&gt;
The hindrance system is slated for rewrite with armor changes. The rank values are those required to work maneuvering hindrance down to the lowest level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Though they use the same adjectives and order, a trivially hindering piece of armor does not hinder the same as a trivially hindering shield. The armor has more hindrance.&lt;br /&gt;
&lt;br /&gt;
* 4/15/09 - Minimally hindered is now within the range of Insignificant.  Unhindered truly means unhindered by your armor.&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Base Item Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||no&lt;br /&gt;
|-&lt;br /&gt;
|1||insignificant&lt;br /&gt;
|-&lt;br /&gt;
|2||trivial&lt;br /&gt;
|-&lt;br /&gt;
|3||light&lt;br /&gt;
|-&lt;br /&gt;
|4||minor&lt;br /&gt;
|-&lt;br /&gt;
|5||fair&lt;br /&gt;
|-&lt;br /&gt;
|6||mild&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate&lt;br /&gt;
|-&lt;br /&gt;
|8||noticeable&lt;br /&gt;
|-&lt;br /&gt;
|9||high&lt;br /&gt;
|-&lt;br /&gt;
|10||significant&lt;br /&gt;
|-&lt;br /&gt;
|11||great&lt;br /&gt;
|-&lt;br /&gt;
|12||extreme&lt;br /&gt;
|-&lt;br /&gt;
|13||debilitating&lt;br /&gt;
|-&lt;br /&gt;
|14||overwhelming&lt;br /&gt;
|-&lt;br /&gt;
|15||insane&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|Skill Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||unhindered&lt;br /&gt;
|-&lt;br /&gt;
|1||barely hindered&lt;br /&gt;
|-&lt;br /&gt;
|2||minimally hindered&lt;br /&gt;
|-&lt;br /&gt;
|3||insignificantly hindered&lt;br /&gt;
|-&lt;br /&gt;
|4||lightly hindered&lt;br /&gt;
|-&lt;br /&gt;
|5||fairly hindered&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat hindered&lt;br /&gt;
|-&lt;br /&gt;
|7||moderately hindered&lt;br /&gt;
|-&lt;br /&gt;
|8||rather hindered&lt;br /&gt;
|-&lt;br /&gt;
|9||very hindered&lt;br /&gt;
|-&lt;br /&gt;
|10||highly hindered&lt;br /&gt;
|-&lt;br /&gt;
|11||greatly hindered&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely hindered&lt;br /&gt;
|-&lt;br /&gt;
|13||overwhelmingly hindered&lt;br /&gt;
|-&lt;br /&gt;
|14||insanely hindered&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor protection and absorption===&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Protection&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| low&lt;br /&gt;
|-&lt;br /&gt;
|3|| fair&lt;br /&gt;
|-&lt;br /&gt;
|4|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|5|| good&lt;br /&gt;
|-&lt;br /&gt;
|6|| very good&lt;br /&gt;
|-&lt;br /&gt;
|7|| high&lt;br /&gt;
|-&lt;br /&gt;
|8|| very high&lt;br /&gt;
|-&lt;br /&gt;
|9|| great&lt;br /&gt;
|-&lt;br /&gt;
|10|| very great&lt;br /&gt;
|-&lt;br /&gt;
|11|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|12|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|13|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|14|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|15|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Absorbance&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| very poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| poor&lt;br /&gt;
|-&lt;br /&gt;
|3|| low&lt;br /&gt;
|-&lt;br /&gt;
|4|| somewhat fair&lt;br /&gt;
|-&lt;br /&gt;
|5|| fair&lt;br /&gt;
|-&lt;br /&gt;
|6|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|7|| good&lt;br /&gt;
|-&lt;br /&gt;
|8|| very good&lt;br /&gt;
|-&lt;br /&gt;
|9|| high&lt;br /&gt;
|-&lt;br /&gt;
|10|| very high&lt;br /&gt;
|-&lt;br /&gt;
|11|| great&lt;br /&gt;
|-&lt;br /&gt;
|12|| very great&lt;br /&gt;
|-&lt;br /&gt;
|13|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|14|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|15|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|16|| outstanding&lt;br /&gt;
|-&lt;br /&gt;
|17|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|18|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield protection===&lt;br /&gt;
&lt;br /&gt;
There are two tiers of armor perception, requiring skill to get more detailed information. [[Paladin|Paladins]] always receive the more specific scale.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;Your experience with shields allows a better appraisal of the protection capabilities.&amp;quot; means you have received the more detailed appraisal.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||none&lt;br /&gt;
|-&lt;br /&gt;
|?||extremely terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||dismal&lt;br /&gt;
|-&lt;br /&gt;
|?||very poor&lt;br /&gt;
|-&lt;br /&gt;
|?||poor&lt;br /&gt;
|-&lt;br /&gt;
|?||rather low&lt;br /&gt;
|-&lt;br /&gt;
|?||low&lt;br /&gt;
|-&lt;br /&gt;
|fair||fair&lt;br /&gt;
|-&lt;br /&gt;
|fair||better than fair&lt;br /&gt;
|-&lt;br /&gt;
|moderate||moderate&lt;br /&gt;
|-&lt;br /&gt;
|?||moderately good&lt;br /&gt;
|-&lt;br /&gt;
|?||good&lt;br /&gt;
|-&lt;br /&gt;
|?||very good&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||high&lt;br /&gt;
|-&lt;br /&gt;
|?||very high&lt;br /&gt;
|-&lt;br /&gt;
|?||great&lt;br /&gt;
|-&lt;br /&gt;
|?||very great&lt;br /&gt;
|-&lt;br /&gt;
|?||exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||very exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||very impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||amazing&lt;br /&gt;
|-&lt;br /&gt;
|?||incredible&lt;br /&gt;
|-&lt;br /&gt;
|?||tremendous&lt;br /&gt;
|-&lt;br /&gt;
|?||unbelievable&lt;br /&gt;
|-&lt;br /&gt;
|?||god-like&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment construction and condition==&lt;br /&gt;
===Construction===&lt;br /&gt;
#extremely weak and easily damaged &lt;br /&gt;
#very delicate and easily damaged&lt;br /&gt;
#quite fragile and easily damaged&lt;br /&gt;
#rather flimsy and easily damaged&lt;br /&gt;
#particularly weak against damage&lt;br /&gt;
#somewhat unsound against damage&lt;br /&gt;
#appreciably susceptible to damage&lt;br /&gt;
#marginally vulnerable to damage&lt;br /&gt;
#of average construction&lt;br /&gt;
#a bit safeguarded against damage&lt;br /&gt;
#rather reinforced against damage&lt;br /&gt;
#quite guarded against damage&lt;br /&gt;
#highly protected against damage&lt;br /&gt;
#very strong against damage&lt;br /&gt;
#extremely resistant to damage&lt;br /&gt;
#unusually resilient to damage&lt;br /&gt;
#nearly impervious to damage&lt;br /&gt;
#practically invulnerable to damage&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Condition!!Min Health!!Max Health&lt;br /&gt;
|-&lt;br /&gt;
|in pristine condition||98%||100%&lt;br /&gt;
|-&lt;br /&gt;
|practically in mint condition||90%||97%&lt;br /&gt;
|-&lt;br /&gt;
|in good condition||80%||89%&lt;br /&gt;
|-&lt;br /&gt;
|rather scuffed up||70%||79%&lt;br /&gt;
|-&lt;br /&gt;
|some minor scratches||60%||69%&lt;br /&gt;
|-&lt;br /&gt;
|a few dents and dings||50%||59%&lt;br /&gt;
|-&lt;br /&gt;
|several unsightly notches||40%||49%&lt;br /&gt;
|-&lt;br /&gt;
|heavily scratched and notched||30%||39%&lt;br /&gt;
|-&lt;br /&gt;
|badly damaged||20%||29%&lt;br /&gt;
|-&lt;br /&gt;
|battered and practically destroyed||0%||19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature==&lt;br /&gt;
* Can start appraising creatures with 10 ranks of Appraisal, although it will not teach until 76 ranks when you unlock more information about training.&lt;br /&gt;
* In order from low threat to high threat&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Difficulty!!Difference&lt;br /&gt;
|-&lt;br /&gt;
|is a creature completely beneath your notice.||&lt;br /&gt;
|-&lt;br /&gt;
|is something you could wipe the floor with.||&lt;br /&gt;
|-&lt;br /&gt;
|is something that you could tear to shreds.||&lt;br /&gt;
|-&lt;br /&gt;
|is something that you&#039;d kill quickly.||&lt;br /&gt;
|-&lt;br /&gt;
|is a harmless opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a very easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is well beneath your abilities.||&lt;br /&gt;
|-&lt;br /&gt;
|is a simple opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is an easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a relatively easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is definitely less skilled.||&lt;br /&gt;
|-&lt;br /&gt;
|is a less skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a slightly less skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;is a worthy opponent.&#039;&#039;&#039;||Perfectly at range ??&lt;br /&gt;
|-&lt;br /&gt;
|something in your skill range||&lt;br /&gt;
|-&lt;br /&gt;
|is a challenging opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a solid opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a rather difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a quite difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a very difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a truly skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is well above your abilities.||&lt;br /&gt;
|-&lt;br /&gt;
|couldn&#039;t hope to hurt||&lt;br /&gt;
|-&lt;br /&gt;
|is a master that&#039;s well beyond your abilities.||&lt;br /&gt;
|-&lt;br /&gt;
|mythical being||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Strength!!Min Difference!!Max Difference!!!! Agility / Reflex!!Min Difference!!Max Difference&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal less||?||-30&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly||-29||-25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit less||-24||-20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely less||-19||-15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Rather less||-14||?&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat less||-10||-6&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Not quite||-5||-1&lt;br /&gt;
|-&lt;br /&gt;
|||||||||&#039;&#039;&#039;About as&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|||||||||A little more||1||5&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat more||6||10&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely more||11||15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit more||16||20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly more||21||25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal more||30||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
* healthy&lt;br /&gt;
* slightly battered&lt;br /&gt;
* battered&lt;br /&gt;
* beat up&lt;br /&gt;
* very beat up&lt;br /&gt;
* extremely beat up&lt;br /&gt;
* bad shape&lt;br /&gt;
* very bad shape&lt;br /&gt;
* extremely bad shape&lt;br /&gt;
* death&#039;s door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Health!!!! Injury&lt;br /&gt;
|-&lt;br /&gt;
|Dead||||?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minor Wound&amp;quot; with bleeding injury&lt;br /&gt;
&amp;quot;Major Wound&amp;quot; occurred with badly bleeding injury.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
# exceptionally well, but you probably won&#039;t be landing many blows.&lt;br /&gt;
# very well&lt;br /&gt;
# rather well&lt;br /&gt;
# acceptably&lt;br /&gt;
# somewhat poorly&lt;br /&gt;
# very poorly&lt;br /&gt;
# quite badly&lt;br /&gt;
&lt;br /&gt;
==Cambrinth==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Capacity!!Verbal Description&lt;br /&gt;
|-&lt;br /&gt;
|4-20||very lttle mana&lt;br /&gt;
|-&lt;br /&gt;
|30-50||a little mana&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;108||a moderate amount of mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Climbing and swimming==&lt;br /&gt;
&lt;br /&gt;
===Scripts and settings===&lt;br /&gt;
*[[See &#039;n Say Appraisal (script)]]: Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in IC and OOC ways&lt;br /&gt;
*[[See &#039;n Say Comparison (script)]]: Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.&lt;br /&gt;
*[http://www.genieclient.com/bulletin/index.php?app=downloads&amp;amp;showfile=15 Numerical Appraisal Subs]: Genie subs that add a numerical description to the verbal appraisal output for damage, balance/suitability, protection, hindrance, construction, and condition.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{com|analyze}}&lt;br /&gt;
*[[Trader&#039;s Scale]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Lore skillset,Skills,Trader abilities}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Appraisal_skill&amp;diff=483107</id>
		<title>Appraisal skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Appraisal_skill&amp;diff=483107"/>
		<updated>2018-01-04T18:55:07Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Need info on creature strength, other stats, health and injuries. Also crafting tools and materials sections.}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; is a Lore skill with applications in a wide variety of systems.  It can tell you the value, weight, and other qualities of items; the stats of your [[weapon]]s and [[armor]]; the skills of your opponent; the [[mana]] capacity of [[cambrinth]] items; and more.&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Boost Appraisal==&lt;br /&gt;
{{#ask:[[Boosts::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Decrease Appraisal==&lt;br /&gt;
{{#ask:[[Debuffs::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Use=&lt;br /&gt;
{{com|appraise}} will give you an assessment of something&#039;s abilities. {{com|compare}} will give you a relative assessment of two items&#039; attributes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal, at least for comparing creatures, is based on base skills rather than factoring {{stat|Agility}}. However, it does take your current {{com|stance}} settings into account.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When comparing armor, it will give an assessment of the armor&#039;s overall maneuvering and stealth hindrance, as well as how hindering it is with everything your are currently wearing after factoring in the relevant armor skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal can also give you an idea of how well you can swim or climb something, and can even provide a bonus to the swim or climb contest on a particularly good appraisal success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will begin to see (at first very inaccurate) damage and protection appraisals at precisely 50 ranks. You can successfully appraise a creature, albeit inaccurately, without experience gain at 10 ranks. You do not gain experience or appraising creatures until 76 ranks, at which point you can see messaging about how well the critter trains.  It takes closer to around 100 ranks to get [[Appraisal skill#accuracy|accurate information]] on items and creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can appraise [[cambrinth]] items to determine their capacity. Appraisal is the primary factor, but [[Arcana skill|arcana]] also contributes to the accuracy. As with weight, holding the cambrinth makes it easier to appraise its capacity.&lt;br /&gt;
&lt;br /&gt;
[[Trader|Traders]] get a bonus to Appraisal. In addition they will appraise the monetary value of any item in all three currencies instead of just that of the current province.&lt;br /&gt;
&lt;br /&gt;
You can also use {{tt|APPRAISE}}  to check an item&#039;s [[Item Registration|registration]] status. There is a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
:Registered to you: The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
:Registered to someone else: Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
==Appraisal For Beginners==&lt;br /&gt;
&lt;br /&gt;
====Weapon and Armor Appraisals====&lt;br /&gt;
Choosing the right equipment for your character is one of the most important decisions a new combatant faces.  Before making an informed decision, however, those wishing to enter combat should first be familiar with the basic terminology of combat.  First, let us {{tt|APPRAISE}} some weapons and armor to understand how to differentiate the value of one piece of equipment from another.  Take, for example, this fictional weapon appraisal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lets look at it line by line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line indicates two things: the weapon class of the weapon being appraised and the range of the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second line indicates which skill the weapon will train. The class is not the same as the skill. For example, both light edge, and medium edge teach the small edge skill. For the vast majority of cases, only the skill trained is important.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section lists the type of damage it does. Based on this, you will want to tailor your attacks to utilize the highest damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is known as the Force of Impact (or FoI) stat. The higher this is, the higher the likelyhood of it causing a stun, unbalancing, or disarming an opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Balance is a stat that determines two things. The first is how well it utilizes agility to bonus accuracy. It also determines how good a weapon is at parrying.&lt;br /&gt;
&lt;br /&gt;
Suitability determines how well it uses strength to grant extra damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a readout of how resistant to damage your weapon is, as well as it&#039;s current condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, whether a weapon is metal or not only determines which repair shop it goes to, though occasionally it may matter for other reasons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heavier a weapon is, the slower it will swing, and the more fatigue it will sap on use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the hard-coded value of the weapon. It&#039;s only major use is to determine the cost of having a shop repair an item, which will be a percent of the appraised cost. It should be noted this has nothing to do with what players value the weapon, which can fluctuate wildly and is completely unrelated.&lt;br /&gt;
&lt;br /&gt;
==Item appraisal==&lt;br /&gt;
There are many ways to train the Appraisal skill. The first way is to appraise items. The quickest way to learn is to appraise an item that is very valuable or has many parts, like a full gem pouch, a really nice bundle, weapons, or armor. If you can&#039;t do this, the next best option is to appraise all of your inventory, the more valuable, the better.&lt;br /&gt;
&lt;br /&gt;
===Appraise Focus===&lt;br /&gt;
A specific type of item appraisal, {{com|APPRAISE}} {{tt|FOCUS &amp;lt;object&amp;gt;}} allows players to focus on valid objects and begin a research project similar to [[magical research]]. This command requires a minimum of 200 ranks in the appraisal skill or a [[Item:Clockwork shark|clockwork shark]] to do. Once completed, this appraisal project will award [[Appraisal skill]] experience, as well as giving a temporary boost to the amount of experience being drained in a target skill. Only one appraisal project may be active on a character at any given time, and the experience drain bonus does not stack with the bonus for an [[RPA]]. Valid targets for this ability range from yourself, which gives an evasion bonus, weapons, armor, and crafting books.&lt;br /&gt;
&lt;br /&gt;
This ability uses the same base mechanics as [[Magical Research|magical research]], so cannot be performed at the same time as a research project and will be [[Magical Research#Other_Actions_During_Research|interupted and prevented by many of the same things]] although it is not quite as restricted.&lt;br /&gt;
&lt;br /&gt;
====Example Messaging====&lt;br /&gt;
;Start of APPRAISE FOCUS&lt;br /&gt;
 You carefully examine your deobar coffer, focusing beyond any individual details.  Instead you concentrate your efforts toward honing your knowledge of locksmithing based on its abstract.&lt;br /&gt;
&lt;br /&gt;
;Research is complete, Bonus begins&lt;br /&gt;
 Breakthrough!&lt;br /&gt;
 You&#039;ve pored over the possibilities, weighed out the consequences, and dismissed a few flawed techniques.  Finally, you think that you&#039;ve grasped a new approach for the subtleties of locksmithing inspired by its abstract.  All that&#039;s left is to put it into practice.&lt;br /&gt;
&lt;br /&gt;
;Bonus ends&lt;br /&gt;
 Your focused insight of locksmithing has been fully explored.&lt;br /&gt;
&lt;br /&gt;
====Compatible Skills====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Skillset!!Game help text!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Asceticism||Armor||?||Placeholder skill, this is not yet implemented. (Paladin only)&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine||Armor||Any piece of Brigandine Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Chain Armor||Armor||Any piece of Chain Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Defending||Armor||The term &amp;quot;Defense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Light Armor||Armor||Any piece of Light Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Plate Armor||Armor||Any piece of Heavy Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Shield Usage||Armor||Any shield can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy||Lore||A crafting book from one of the Alchemy disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||Lore||There are no methods to use APPRAISE FOCUS for Appraisal.||This ability cannot boost itself.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Lore||Lore||The term &amp;quot;Recall&amp;quot; can be used as an APPRAISE FOCUS concept.||the word &amp;quot;Recall&amp;quot; (Bard only)&lt;br /&gt;
|-&lt;br /&gt;
|Empathy||Lore||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Empath only&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting||Lore||A crafting book from one of the Enchanting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Engineering||Lore||A crafting book from one of the Engineering disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Forging||Lore||A crafting book from one of the Forging disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Lore||Lore||There are no methods to use APPRAISE FOCUS for Mechanical Lore.||This skill is not planned to exist much longer.&lt;br /&gt;
|-&lt;br /&gt;
|Outfitting||Lore||A crafting book from one of the Outfitting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Performance||Lore||Any musical instrument can be used as an APPRAISAL FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Scholarship||Lore||The term &amp;quot;Logic&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Tactics||Lore||The term &amp;quot;Offense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Trading||Lore||A typical ledger can be used as an APPRAISE FOCUS item.||Trader only&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||Magic||Any type of runestone can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Astrology||Magic||Any type of telescope can be used as an APPRAISE FOCUS item.||Moon Mage only&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||Magic||Any type of cambrinth item can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation||Magic||Any spell that primarily uses Augmentation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS FORM for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation||Magic||Any spell that primarily uses Debilitation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS ROAR for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Primary Magic||Magic||The term &amp;quot;Magic&amp;quot; can be used as an APPRAISE FOCUS concept.||KHRI for Thieves, INNER FIRE for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery||Magic||The term &amp;quot;Arcane&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Summoning||Magic||?||Talisman (Warrior Mage only)&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Magic||Magic||Any spell that primarily uses Targeted Magic can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Theurgy||Magic||Holy water can be used as an APPRAISE FOCUS item.||Cleric only&lt;br /&gt;
|-&lt;br /&gt;
|Utility||Magic||Any spell that primarily uses Utility can be used as an APPRAISE FOCUS concept||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||Magic||Any spell that primarily uses Warding can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS MEDITATION for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||Survival||Any cardinal direction, or &amp;quot;WATER&amp;quot;, while in a swimming area can be an APPRAISE FOCUS concept.&amp;lt;br&amp;gt;Any climbing obstacle can be an APPRAISE FOCUS item.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Backstab||Survival||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Thief only&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||Survival||You can be used as an APPRAISE FOCUS item.||Yourself&lt;br /&gt;
|-&lt;br /&gt;
|First Aid||Survival||Anatomy Charts and Compendiums can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Locksmithing||Survival||Any locked or trapped treasure container can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Outdoorsmanship||Survival||Foraged plants can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Perception||Survival||Any cardinal direction can be used as an APPRAISE FOCUS concept.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting||Survival||Any type of companion can be used as an APPRAISE FOCUS item.||Ranger Companion&lt;br /&gt;
|-&lt;br /&gt;
|Skinning||Survival||Any skinning knife or part can be a n APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Stealth||Survival||Any cardinal direction while hidden can be used as an APPRAISE FOCUS concept.||Only cardinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Thanatology||Survival||A ritual knife can be used as an APPRAISE FOCUS item.||Necromancer only&lt;br /&gt;
|-&lt;br /&gt;
|Thievery||Survival||Any coin on the ground can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Bows||Weapon||Any Bows type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||Weapon||Any type of Brawling gear can be used as an APPRAISE FOCUS item.||Not including parry sticks.&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow||Weapon||Any Crossbow type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Expertise||Weapon||?||Chakrel amulets (Barbarian only)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Thrown||Weapon||Any weapon that is primarily a Heavy Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Blunt||Weapon||Any Large Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Edged||Weapon||Any Large Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Light Thrown||Weapon||Any weapon that is primarily a Light Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Melee Mastery||Weapon||Any swappable weapon can be used as an APPRAISE FOCUS item.||e.g. bastard sword&lt;br /&gt;
|-&lt;br /&gt;
|Missile Mastery||Weapon||Any type of ammo can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Offhand Weapon||Weapon||Any melee weapon held in the left hand can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Parry Ability||Weapon||Parry sticks can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Polearms||Weapon||Any Polearms type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Slings||Weapon||Any Slings type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Small Blunt||Weapon||Any Small Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Small Edged||Weapon||Any Small Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Staves||Weapon||Any Staves type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Blunt||Weapon||Any Twohanded Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Edged||Weapon||Any Twohanded Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature appraisal==&lt;br /&gt;
The second way to learn is to appraise [[#Creature|critters]].  One can appraise a beast multiple times without regard for a delay between appraisals to quickly learn the ability.  Besides being a good way to gain appraisal experience once you have 76 ranks in Appraisal skill, this is a good habit to develop: It&#039;s useful to know in advance how a critter&#039;s skill compares to yours.&amp;lt;br /&amp;gt;&lt;br /&gt;
A normal or {{tt|quick}} appraise will gauge how much vitality and fatigue a critter currently has, how your stats compare to theirs, and an overall comparison of your offense and defense to theirs.&amp;lt;br /&amp;gt;&lt;br /&gt;
At 76 ranks, appraising {{tt|careful}} will also tell you how the critter will train by [[Brawling skill|brawling]], [[Parry Ability skill|parrying]], [[Evasion skill|evading]], [[Shield Usage skill|blocking]], beguile with [[Tactics skill|tactics]], and [[Targeted Magic skill|targeting]].  If you are holding a [[:Category:Weapon Skillset|weapon]], it will also tell you how well it will train, and if you were to throw it, how it would teach thrown.&lt;br /&gt;
&lt;br /&gt;
==Barrier appraisal==&lt;br /&gt;
The third way, possibly of greatest use to new adventurers, is to appraise swimming locations. In a room where a swimming contest is necessary to exit, you can appraise water or direction. It&#039;s not clear how well this trains, as a new character can learn very little in the Crossing sewers but very well in the Arthe Dale swimming hole. It may be dependent on water depth and current. You can also appraise climbing barriers, but this seems to teach little or nothing at lower ranks.  Successfully appraising a swim or a climb may give you a bonus (&amp;quot;You think you have determined the best route to take&amp;quot;) to climbing or swimming the appraised barrier.&lt;br /&gt;
*It&#039;s worth noting that climbing barriers can be more difficult than the appraisal lets on.&lt;br /&gt;
&lt;br /&gt;
==Item creation==&lt;br /&gt;
The fourth way to learn is through the creation process of several items.  Usually when you are creating an item you will gain a little appraisal as well when you determine the quality of the item.  For example, when braiding grass/vines, you will learn appraisal.  Every time you braid you are automatically appraising the item to see the quality of the item.  Another example is Moon Mage sigil scrolls, every time you read a scroll you appraise the quality of the scroll.  This way is good for learning appraisal while also learning other skills. (In the case of Moon Mage sigil scrolls, you will learn appraisal faster than you will learn astrology or scholarship, but possibly might have a limit.  I have tested with 267 in astrology, 241 in appraisal, and 324 in scholarhsip, I am locking appraisal first, then astrology, then scholarship).&lt;br /&gt;
&lt;br /&gt;
==Fine art appraisal==&lt;br /&gt;
Adventurers have the ability to analyze one-of-a-kind stationary artifacts and receive more details than just your standard {{com|LOOK}}. Currently, the [[Raven&#039;s Court]] is the only place with this type of appraisal available. One must {{tt|STUDY}} a piece in order to learn. STUDYing will teach appraisal and scholarship. There are a few levels of success. Everyone should be able to learn no matter what information they see. Naturally, with the highest level of success, the most information will be displayed. Bards and Traders have a bonus, so they should effectively be able to learn better and see more information earlier on.&lt;br /&gt;
&lt;br /&gt;
==Item weight detection==&lt;br /&gt;
3.0 changed detecting numerical weights in stones to not occur until higher ranks.  For a non-trader, expect not to begin to get numerical weight return on appraisals for any item until 170 ranks at minimum.  As you increase in skill, weight detection will become more common and more accurate.  At 400 ranks you receive a fairly accurate weight estimate most of the time.  At 500 ranks, expect perfect weight results every time with the standard 8 second roundtime.  As an aside, at 500 ranks, quick appraisals continue to be clumsy regarding weight, but will be exact in all other regards, probably the equivalent of a standard appraisal at 250-300 ranks.&lt;br /&gt;
&lt;br /&gt;
=Accuracy=&lt;br /&gt;
The accuracy of your appraisal depends primarily upon the number of ranks that you have in appraisal. ([[Trader|Traders]] have a bonus.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When appraising weapons or armor, the number of ranks that you have in that weapon or armor type affects the accuracy, at least for non-Traders. For example, if you were appraising a claymore, you find it easier to appraise if you had 200 ranks in twohanded edged weapons than if you had only 50 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Only when &amp;quot;you are certain&amp;quot; about some property can you be sure that your appraisal is an accurate assessment. Otherwise, the more confident you are about the accuracy, the closer your assessment is to the truth.&lt;br /&gt;
&lt;br /&gt;
Accuracy Levels (from best to worst)&lt;br /&gt;
&lt;br /&gt;
*are/feel certain that&lt;br /&gt;
*are/feel confident that&lt;br /&gt;
*think that&lt;br /&gt;
*believe that&lt;br /&gt;
*are pretty sure that&lt;br /&gt;
*think it is likely that&lt;br /&gt;
*estimate that&lt;br /&gt;
*guess that&lt;br /&gt;
*wonder if&lt;br /&gt;
&lt;br /&gt;
=Appraisal values=&lt;br /&gt;
==Weapons==&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0||no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|1||dismal||1||5&lt;br /&gt;
|-&lt;br /&gt;
|2||poor||5||10&lt;br /&gt;
|-&lt;br /&gt;
|3||low||10||15&lt;br /&gt;
|-&lt;br /&gt;
|4||somewhat fair||15||20&lt;br /&gt;
|-&lt;br /&gt;
|5||fair||20||25&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat moderate||25||30&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate||30||35&lt;br /&gt;
|-&lt;br /&gt;
|8||somewhat heavy||35||40&lt;br /&gt;
|-&lt;br /&gt;
|9||heavy||40||45&lt;br /&gt;
|-&lt;br /&gt;
|10||very heavy||45||50&lt;br /&gt;
|-&lt;br /&gt;
|11||great||50||55&lt;br /&gt;
|-&lt;br /&gt;
|12||very great||55||60&lt;br /&gt;
|-&lt;br /&gt;
|13||severe||60||65&lt;br /&gt;
|-&lt;br /&gt;
|14||very severe||65||70&lt;br /&gt;
|-&lt;br /&gt;
|15||extreme||70||75&lt;br /&gt;
|-&lt;br /&gt;
|16||very extreme||75||??&lt;br /&gt;
|-&lt;br /&gt;
|17||mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|18||very mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|19||bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|20||very bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|21||devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|22||very devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|23||overwhelming||||&lt;br /&gt;
|-&lt;br /&gt;
|24||annihilating||||&lt;br /&gt;
|-&lt;br /&gt;
|25||obliterating||||&lt;br /&gt;
|-&lt;br /&gt;
|26||demolishing||||&lt;br /&gt;
|-&lt;br /&gt;
|27||catastrophic||||&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Balance/Power/FOI!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0 ||not&lt;br /&gt;
|-&lt;br /&gt;
|1 ||terribly&lt;br /&gt;
|-&lt;br /&gt;
|2 ||dismally&lt;br /&gt;
|-&lt;br /&gt;
|3 ||poorly&lt;br /&gt;
|-&lt;br /&gt;
|4 ||inadequately&lt;br /&gt;
|-&lt;br /&gt;
|5 ||fairly&lt;br /&gt;
|-&lt;br /&gt;
|6 ||decently&lt;br /&gt;
|-&lt;br /&gt;
|7 ||reasonably&lt;br /&gt;
|-&lt;br /&gt;
|8 ||soundly&lt;br /&gt;
|-&lt;br /&gt;
|9 ||well&lt;br /&gt;
|-&lt;br /&gt;
|10 ||very well&lt;br /&gt;
|-&lt;br /&gt;
|11 ||extremely well&lt;br /&gt;
|-&lt;br /&gt;
|12 ||exellently&lt;br /&gt;
|-&lt;br /&gt;
|13 ||superbly&lt;br /&gt;
|-&lt;br /&gt;
|14 ||incredibly&lt;br /&gt;
|-&lt;br /&gt;
|15 ||amazingly&lt;br /&gt;
|-&lt;br /&gt;
|16 ||unbelievably&lt;br /&gt;
|-&lt;br /&gt;
|17 ||perfectly&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The numerical values for damage were derived from Copernicus&#039; Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power.  Some information is still missing or incomplete.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Draw Strength!!Shortbow!!Longbow!!Composite Bow&lt;br /&gt;
|-&lt;br /&gt;
|extremely low||||||&lt;br /&gt;
|-&lt;br /&gt;
|very low||||||&lt;br /&gt;
|-&lt;br /&gt;
|somewhat low||||||&lt;br /&gt;
|-&lt;br /&gt;
|average||3||4||5&lt;br /&gt;
|-&lt;br /&gt;
|somewhat high||||||&lt;br /&gt;
|-&lt;br /&gt;
|very high||||||&lt;br /&gt;
|-&lt;br /&gt;
|exceptionally high||||||&lt;br /&gt;
|-&lt;br /&gt;
|extremely high||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Brawling Gear Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|a little||?||?&lt;br /&gt;
|-&lt;br /&gt;
|some||?||?&lt;br /&gt;
|-&lt;br /&gt;
|quite a bit||?||?&lt;br /&gt;
|-&lt;br /&gt;
|a lot||?||?&lt;br /&gt;
|}&lt;br /&gt;
There are two types of brawling damage.&lt;br /&gt;
:*If the damage stat does not end in &amp;quot;increase,&amp;quot; it replaces the standard stat-based damage and uses the brawling weapon scale.&lt;br /&gt;
:*If the damage stat ends in &amp;quot;increase,&amp;quot; the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons &amp;quot;don&#039;t seem to do much of anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Armor &amp;amp; shield==&lt;br /&gt;
&lt;br /&gt;
===Hindrance===&lt;br /&gt;
&lt;br /&gt;
The hindrance system is slated for rewrite with armor changes. The rank values are those required to work maneuvering hindrance down to the lowest level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Though they use the same adjectives and order, a trivially hindering piece of armor does not hinder the same as a trivially hindering shield. The armor has more hindrance.&lt;br /&gt;
&lt;br /&gt;
* 4/15/09 - Minimally hindered is now within the range of Insignificant.  Unhindered truly means unhindered by your armor.&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Base Item Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||no&lt;br /&gt;
|-&lt;br /&gt;
|1||insignificant&lt;br /&gt;
|-&lt;br /&gt;
|2||trivial&lt;br /&gt;
|-&lt;br /&gt;
|3||light&lt;br /&gt;
|-&lt;br /&gt;
|4||minor&lt;br /&gt;
|-&lt;br /&gt;
|5||fair&lt;br /&gt;
|-&lt;br /&gt;
|6||mild&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate&lt;br /&gt;
|-&lt;br /&gt;
|8||noticeable&lt;br /&gt;
|-&lt;br /&gt;
|9||high&lt;br /&gt;
|-&lt;br /&gt;
|10||significant&lt;br /&gt;
|-&lt;br /&gt;
|11||great&lt;br /&gt;
|-&lt;br /&gt;
|12||extreme&lt;br /&gt;
|-&lt;br /&gt;
|13||debilitating&lt;br /&gt;
|-&lt;br /&gt;
|14||overwhelming&lt;br /&gt;
|-&lt;br /&gt;
|15||insane&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|Skill Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||unhindered&lt;br /&gt;
|-&lt;br /&gt;
|1||barely hindered&lt;br /&gt;
|-&lt;br /&gt;
|2||minimally hindered&lt;br /&gt;
|-&lt;br /&gt;
|3||insignificantly hindered&lt;br /&gt;
|-&lt;br /&gt;
|4||lightly hindered&lt;br /&gt;
|-&lt;br /&gt;
|5||fairly hindered&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat hindered&lt;br /&gt;
|-&lt;br /&gt;
|7||moderately hindered&lt;br /&gt;
|-&lt;br /&gt;
|8||rather hindered&lt;br /&gt;
|-&lt;br /&gt;
|9||very hindered&lt;br /&gt;
|-&lt;br /&gt;
|10||highly hindered&lt;br /&gt;
|-&lt;br /&gt;
|11||greatly hindered&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely hindered&lt;br /&gt;
|-&lt;br /&gt;
|13||overwhelmingly hindered&lt;br /&gt;
|-&lt;br /&gt;
|14||insanely hindered&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor protection and absorption===&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Protection&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| low&lt;br /&gt;
|-&lt;br /&gt;
|3|| fair&lt;br /&gt;
|-&lt;br /&gt;
|4|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|5|| good&lt;br /&gt;
|-&lt;br /&gt;
|6|| very good&lt;br /&gt;
|-&lt;br /&gt;
|7|| high&lt;br /&gt;
|-&lt;br /&gt;
|8|| very high&lt;br /&gt;
|-&lt;br /&gt;
|9|| great&lt;br /&gt;
|-&lt;br /&gt;
|10|| very great&lt;br /&gt;
|-&lt;br /&gt;
|11|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|12|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|13|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|14|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|15|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Absorbance&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| very poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| poor&lt;br /&gt;
|-&lt;br /&gt;
|3|| low&lt;br /&gt;
|-&lt;br /&gt;
|4|| somewhat fair&lt;br /&gt;
|-&lt;br /&gt;
|5|| fair&lt;br /&gt;
|-&lt;br /&gt;
|6|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|7|| good&lt;br /&gt;
|-&lt;br /&gt;
|8|| very good&lt;br /&gt;
|-&lt;br /&gt;
|9|| high&lt;br /&gt;
|-&lt;br /&gt;
|10|| very high&lt;br /&gt;
|-&lt;br /&gt;
|11|| great&lt;br /&gt;
|-&lt;br /&gt;
|12|| very great&lt;br /&gt;
|-&lt;br /&gt;
|13|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|14|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|15|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|16|| outstanding&lt;br /&gt;
|-&lt;br /&gt;
|17|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|18|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield protection===&lt;br /&gt;
&lt;br /&gt;
There are two tiers of armor perception, requiring skill to get more detailed information. [[Paladin|Paladins]] always receive the more specific scale.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;Your experience with shields allows a better appraisal of the protection capabilities.&amp;quot; means you have received the more detailed appraisal.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||none&lt;br /&gt;
|-&lt;br /&gt;
|?||extremely terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||dismal&lt;br /&gt;
|-&lt;br /&gt;
|?||very poor&lt;br /&gt;
|-&lt;br /&gt;
|?||poor&lt;br /&gt;
|-&lt;br /&gt;
|?||rather low&lt;br /&gt;
|-&lt;br /&gt;
|?||low&lt;br /&gt;
|-&lt;br /&gt;
|fair||fair&lt;br /&gt;
|-&lt;br /&gt;
|fair||better than fair&lt;br /&gt;
|-&lt;br /&gt;
|moderate||moderate&lt;br /&gt;
|-&lt;br /&gt;
|?||moderately good&lt;br /&gt;
|-&lt;br /&gt;
|?||good&lt;br /&gt;
|-&lt;br /&gt;
|?||very good&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||high&lt;br /&gt;
|-&lt;br /&gt;
|?||very high&lt;br /&gt;
|-&lt;br /&gt;
|?||great&lt;br /&gt;
|-&lt;br /&gt;
|?||very great&lt;br /&gt;
|-&lt;br /&gt;
|?||exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||very exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||very impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||amazing&lt;br /&gt;
|-&lt;br /&gt;
|?||incredible&lt;br /&gt;
|-&lt;br /&gt;
|?||tremendous&lt;br /&gt;
|-&lt;br /&gt;
|?||unbelievable&lt;br /&gt;
|-&lt;br /&gt;
|?||god-like&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment construction and condition==&lt;br /&gt;
===Construction===&lt;br /&gt;
#extremely weak and easily damaged &lt;br /&gt;
#very delicate and easily damaged&lt;br /&gt;
#quite fragile and easily damaged&lt;br /&gt;
#rather flimsy and easily damaged&lt;br /&gt;
#particularly weak against damage&lt;br /&gt;
#somewhat unsound against damage&lt;br /&gt;
#appreciably susceptible to damage&lt;br /&gt;
#marginally vulnerable to damage&lt;br /&gt;
#of average construction&lt;br /&gt;
#a bit safeguarded against damage&lt;br /&gt;
#rather reinforced against damage&lt;br /&gt;
#quite guarded against damage&lt;br /&gt;
#highly protected against damage&lt;br /&gt;
#very strong against damage&lt;br /&gt;
#extremely resistant to damage&lt;br /&gt;
#unusually resilient to damage&lt;br /&gt;
#nearly impervious to damage&lt;br /&gt;
#practically invulnerable to damage&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Condition!!Min Health!!Max Health&lt;br /&gt;
|-&lt;br /&gt;
|in pristine condition||98%||100%&lt;br /&gt;
|-&lt;br /&gt;
|practically in mint condition||90%||97%&lt;br /&gt;
|-&lt;br /&gt;
|in good condition||80%||89%&lt;br /&gt;
|-&lt;br /&gt;
|rather scuffed up||70%||79%&lt;br /&gt;
|-&lt;br /&gt;
|some minor scratches||60%||69%&lt;br /&gt;
|-&lt;br /&gt;
|a few dents and dings||50%||59%&lt;br /&gt;
|-&lt;br /&gt;
|several unsightly notches||40%||49%&lt;br /&gt;
|-&lt;br /&gt;
|heavily scratched and notched||30%||39%&lt;br /&gt;
|-&lt;br /&gt;
|badly damaged||20%||29%&lt;br /&gt;
|-&lt;br /&gt;
|battered and practically destroyed||0%||19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature==&lt;br /&gt;
* Can start appraising creatures with 10 ranks of Appraisal, although it will not teach until 76 ranks when you unlock more information about training.&lt;br /&gt;
* In order from low threat to high threat&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Difficulty!!Difference&lt;br /&gt;
|-&lt;br /&gt;
|is a creature completely beneath your notice.||&lt;br /&gt;
|-&lt;br /&gt;
|is something you could wipe the floor with.||&lt;br /&gt;
|-&lt;br /&gt;
|is something that you could tear to shreds.||&lt;br /&gt;
|-&lt;br /&gt;
|is something that you&#039;d kill quickly.||&lt;br /&gt;
|-&lt;br /&gt;
|is a harmless opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a very easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is well beneath your abilities.||&lt;br /&gt;
|-&lt;br /&gt;
|is a simple opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is an easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a relatively easy opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is definitely less skilled.||&lt;br /&gt;
|-&lt;br /&gt;
|is a less skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a slightly less skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;is a worthy opponent.&#039;&#039;&#039;||Perfectly at range ??&lt;br /&gt;
|-&lt;br /&gt;
|something in your skill range||&lt;br /&gt;
|-&lt;br /&gt;
|is a challenging opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a solid opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a rather difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a quite difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a very difficult opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|is a truly skilled opponent.||&lt;br /&gt;
|-&lt;br /&gt;
|well above||&lt;br /&gt;
|-&lt;br /&gt;
|couldn&#039;t hope to hurt||&lt;br /&gt;
|-&lt;br /&gt;
|is a master that&#039;s well beyond your abilities.||&lt;br /&gt;
|-&lt;br /&gt;
|mythical being||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Strength!!Min Difference!!Max Difference!!!! Agility / Reflex!!Min Difference!!Max Difference&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal less||?||-30&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly||-29||-25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit less||-24||-20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely less||-19||-15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Rather less||-14||?&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat less||-10||-6&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Not quite||-5||-1&lt;br /&gt;
|-&lt;br /&gt;
|||||||||&#039;&#039;&#039;About as&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|||||||||A little more||1||5&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat more||6||10&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely more||11||15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit more||16||20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly more||21||25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal more||30||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
* healthy&lt;br /&gt;
* slightly battered&lt;br /&gt;
* battered&lt;br /&gt;
* beat up&lt;br /&gt;
* very beat up&lt;br /&gt;
* extremely beat up&lt;br /&gt;
* bad shape&lt;br /&gt;
* very bad shape&lt;br /&gt;
* extremely bad shape&lt;br /&gt;
* death&#039;s door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Health!!!! Injury&lt;br /&gt;
|-&lt;br /&gt;
|Dead||||?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minor Wound&amp;quot; with bleeding injury&lt;br /&gt;
&amp;quot;Major Wound&amp;quot; occurred with badly bleeding injury.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
# exceptionally well, but you probably won&#039;t be landing many blows.&lt;br /&gt;
# very well&lt;br /&gt;
# rather well&lt;br /&gt;
# acceptably&lt;br /&gt;
# somewhat poorly&lt;br /&gt;
# very poorly&lt;br /&gt;
# quite badly&lt;br /&gt;
&lt;br /&gt;
==Cambrinth==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Capacity!!Verbal Description&lt;br /&gt;
|-&lt;br /&gt;
|4-20||very lttle mana&lt;br /&gt;
|-&lt;br /&gt;
|30-50||a little mana&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;108||a moderate amount of mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Climbing and swimming==&lt;br /&gt;
&lt;br /&gt;
===Scripts and settings===&lt;br /&gt;
*[[See &#039;n Say Appraisal (script)]]: Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in IC and OOC ways&lt;br /&gt;
*[[See &#039;n Say Comparison (script)]]: Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.&lt;br /&gt;
*[http://www.genieclient.com/bulletin/index.php?app=downloads&amp;amp;showfile=15 Numerical Appraisal Subs]: Genie subs that add a numerical description to the verbal appraisal output for damage, balance/suitability, protection, hindrance, construction, and condition.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{com|analyze}}&lt;br /&gt;
*[[Trader&#039;s Scale]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Lore skillset,Skills,Trader abilities}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_official_lore_posts&amp;diff=482674</id>
		<title>Necromancer official lore posts</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_official_lore_posts&amp;diff=482674"/>
		<updated>2017-12-28T02:50:16Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Negative Energy==&lt;br /&gt;
Non-[[guild association is::Necromancer]]s would neither understand nor care about the distinction, but there are two forces that can be considered &amp;quot;negative energy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
First, there is the animating force that Necromancers use. This has been explained as the misuse of life-force, twisted and corrupted in a very horrible way. The motive force behind the undead is misplaced life.&lt;br /&gt;
&lt;br /&gt;
Second is...whatever they used to corrupt life in the first place. Thanatological rituals are the Necromancers&#039; unnatural take on the Transference Link, which by necessity means they are a supernatural lever. Empaths use Empathy, which is a known supernatural quality inherent in the makeup of the Elanthian species. Necromancers use Thanatology, which is...Angry Empathy? Sorcerous magic? Puppies?&lt;br /&gt;
&lt;br /&gt;
Who knows. Given the rote nature of the known thanatological rituals, and how frequently Necromancers tend to wind up on the wrong end of a pogrom, it&#039;s possible the Necromancers themselves don&#039;t fully understand what they&#039;re doing on the metaphysical level. If the Great Work was easy, it&#039;d already be done by now.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Maelshyve and Necromancy==&lt;br /&gt;
&amp;gt;&amp;gt;Hmmm.... is what Maelshyve does considered Necromancy, or does her otherworldly origins grant her a different method to achieve a similar effect?&lt;br /&gt;
&lt;br /&gt;
It&#039;s necromancy. Most differences between the sort of wild things Maelshyvean disciples throw around and what a Philosopher does in his basement should be interpreted as limits in the power and scope of what the Philosopher is doing.&lt;br /&gt;
&lt;br /&gt;
By intentionally avoiding demonic entanglements, the Necromancers who will learn from the approach of the Necromancer&#039;s Guild abandon access to a lot of powerful and exotic tools. That&#039;s the price of trying to make it through a career in necromancy with your soul, sanity, and free will intact -- most Necromancers on Elanthia end up losing at least one of the three.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Lich information==&lt;br /&gt;
&amp;gt;&amp;gt;I also wonder about whether liches are restored via demon favor or if their magics reconstruct them&lt;br /&gt;
&lt;br /&gt;
Generally speaking, a lich reconstructs itself under its own power. The lich form is such a powerful type of undead that it literally just stands right the hell back up after you &amp;quot;kill&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that liches are Very Special people. While PCs will eventually get access to a standard template lichdom, the NPC liches have almost all Descended in different ways and displayed radically different abilities and physiology. Lyras and Xerasyth are (were?) both liches, but clearly weren&#039;t using the same cook book.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Empath limitations==&lt;br /&gt;
&amp;gt;&amp;gt;Well, there have to be some limitations to what Empaths can do. Otherwise no one would die.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not going to touch on permanent injuries too much, since I don&#039;t know enough about how they&#039;ve been presented in the past, but I&#039;ll go for the limitations tangent. The ultimate limitation of Empathy-as-mortals-know-it is Life itself. The cycle of life, death, creation and destruction has a teleological weight behind it and, from there, a sense of what is &amp;quot;meant to be&amp;quot; and &amp;quot;not meant to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Empathy cannot create what was, within Life&#039;s set limitations, not meant to be. Life magic in general terms, powered by this cycle, cannot violate the cycle. To do so would be like trying to build a wall out of air (without a Warrior Mage): the medium simply cannot do what the magician in this case conceives it to do. Immortality is abhorrent to how the cycle works. Things are born, experience and contribute, then die off as the next generation takes their turn. Nature does not want you to live forever, but to have your rightful place in the cycle and then return from whence you came.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible that there are some plateaus of Life magic that supersede this limitation, by tapping into some higher idea of life than the relatively crude mechanism of the Plane of Abiding, but if so nobody has proven it. Instead, this is traditionally where necromancy comes in; the magic of breaking the cycle.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
&amp;gt;&amp;gt;&amp;gt;And if we&#039;re busting out RL philosophers, Nietzche is not the first place I would go for a Philosopher of the Knife allegory.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt;&amp;gt;I&#039;d call Nietzche perverse if I conformed to the typical sects of the mainstream. You know, the wool over the eyes sort: the fools. I&#039;d be laughing if I wore gold.&lt;br /&gt;
&lt;br /&gt;
The actual philosophy of the Philosophers is a fantasy-parody of Existentalism. In particular, the concepts of &amp;quot;terrible freedom&amp;quot; and personal ownership of good and evil get a lot of play when they are trying to excuse their atrocities.&lt;br /&gt;
&lt;br /&gt;
Some Philosophers might have a Heideggerian slant on the world but, while it&#039;d work perfectly well with the Great Work, most Philosophers would prefer something a bit more &amp;quot;solid&amp;quot; and regard that kind of thinking as Moon Mage business.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==In game spell creation==&lt;br /&gt;
The two normal ways guilds create new spells:&lt;br /&gt;
&lt;br /&gt;
1: The march of progress. The guilds have spell designers that understand the fundamental principles of their spell patterns (&amp;quot;This configuration of lines creates kinetic energy.&amp;quot;) and slowly, painstakingly put them together into new configurations.&lt;br /&gt;
&lt;br /&gt;
Entirely new principles could be discovered as well (&amp;quot;Oh, hey, Elemental mana can be used to produce lightning.&amp;quot;), though the magic equivalent of pure research is more likely to produce explosions than viable results. Spell research is, by far, a more methodological thing than one of random moments of genius.&lt;br /&gt;
&lt;br /&gt;
2: Historical finds. Many guilds are, in one sense or another, less than they used to be. In particular, the Bards, Moon Mages and Necromancers all have heritages that go far beyond what the modern organizations encompass. In those cases, spells can be found by delving into the past, finding lost grimories, and otherwise doing a little Indiana Jones action.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Transference Link==&lt;br /&gt;
&amp;gt;&amp;gt;I&#039;m really hoping they explore the Transference link and it&#039;s impact on how Necromancers do their thang. It is one of the more interesting facets of it for me OOC, and the line of research my character is the most interested in.&lt;br /&gt;
&lt;br /&gt;
The main thing Empaths would understand about what Necromancers do isn&#039;t a grand theoretical system or even necessarily in any meaningful context: there is some sort of unsolvable incompatibility that prohibits Empaths from becoming Necromancers. Empaths who try to cross the invisible line... disappear. Nobody ever hears of them again and history forgets.&lt;br /&gt;
&lt;br /&gt;
If anyone understands the mechanism, they found a reason not to talk about it. In a strictly quantitative sense, it makes Empaths a more moral group than the Moon Mages and Warrior Mages with their dime-store Sith.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Bonedancers and Bone Elves==&lt;br /&gt;
&amp;gt;&amp;gt;I am at least pleased to see that you&#039;re discussing the Tribe as a faction of the Nomad Sect, rather than as an extension of the [fabled/hypothetical] Necromancers Guild (as I have often dreaded would happen).&lt;br /&gt;
&lt;br /&gt;
Oooh, yes, that I can be clear on.&lt;br /&gt;
&lt;br /&gt;
The Bonedancers are a part of the Nomads of the Arid Steppe&#039;s lore. Calling them Necromancers just because they have a corpse fetish is sort of like calling the Sophisters Warrior Mages just because they like kung-fu.&lt;br /&gt;
&lt;br /&gt;
On the flip side, I&#039;ll put a strong emphasis that the true Bonedancers are not Necromancers, and will not have access to anything in that &amp;quot;sphere.&amp;quot; They don&#039;t raise corpses or have a special knack for Necromancy. They are Moon Mages.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;And as a side note, I hope Lasarhhtha has something to do with it.&lt;br /&gt;
&lt;br /&gt;
That one I can&#039;t help you with. No matter what he chooses to call himself, the spirits of the steppe and the Plane of Probability have abandoned him. Wherever he walks now, he does so in darkness. Even Bonedancers, as depraved as they are, still have heights they can fall from. To lose what Lasarhhtha lost is profane even to them.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;It could be too much parsing of words but Armifer does state &amp;quot;true Bonedancers&amp;quot; which I agree with. (Not to state that Kir was / was not a true Bonedancer or even to get into that debate).&lt;br /&gt;
&lt;br /&gt;
Mostly a reference to Lasarhhtha, who calls himself a Bonedancer (despite being a Necromancer, a native of the Leth Deriel area, and a lizard).&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to say it&#039;s impossible for Bonedancers to fall, or even imply that it&#039;s a large stretch of the imagination to go from the Bonedancers&#039; depraved rites and sociopathy to an even deeper form of both. But as the Nomads know them, they still perform their sick divination rites and can, if nothing else, sense the obliteration of everything that clings around Necromancers like any Moon Mage. Sociopaths have self-preservation instincts too.&lt;br /&gt;
&lt;br /&gt;
For the ones that do fall, they stop being able to function as shamans of any caliber. Even if the Bonedancers allow Necromancers among them (huge &amp;quot;if&amp;quot;), someone with enough pride and arrogance to go down that road certainly won&#039;t stand to lose the shaman&#039;s privileged position in his society and take orders like a common raider or sheep herder. They would strike out on their own, likely cursing the haughty Moon Mages for their fortune.&lt;br /&gt;
&lt;br /&gt;
Switching to the Necromancer Guild perspective, I treat the Bonedancers somewhat like the Bone Elves: I won&#039;t look askance at anyone who RPs a background as a Bonedancer (or a Bone Elf) as long as they remember that in both case, they have severed their ties to their people by doing so. The Second Kir is not going to send any Necromancer care packages, and Sidhlot doesn&#039;t like the competition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;(Not to state that Kir was / was not a true Bonedancer or even to get into that debate)&lt;br /&gt;
&lt;br /&gt;
Kir&#039;s an interesting case, especially since many, many centuries passed between Kir the peacebringer and Kir the bonedancer.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a few different ways to understand what&#039;s going on, and nobody except maybe Kir himself knows what&#039;s going on.&lt;br /&gt;
&lt;br /&gt;
1) The modern Kir is a wholly different man, claiming a spiritual and historical precedent of &amp;quot;Kirness&amp;quot; to try and shape the tribes.&lt;br /&gt;
2) Kir did, in fact, fall to necromancy and everything I just told you is a lie intended to make the reveal more amusing for me.&lt;br /&gt;
3) It... really is Kir. Somehow.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Sorcery definitions==&lt;br /&gt;
What sorcery is has been a fairly confused issue. Since we&#039;re near enough to the Necromancer guild release, incoming lore wonk.&lt;br /&gt;
&lt;br /&gt;
First, we need to separate out the social and the physical dimensions at work: they are not the same thing.&lt;br /&gt;
&lt;br /&gt;
SOCIAL:&lt;br /&gt;
&lt;br /&gt;
Okay, while we all play wise wizards of tremendous power and lore, the average person populating the Crossing does not really care what a mana stream is. They cannot see what you are doing with mana when you&#039;re casting the spell, only that you gesture and something happens. If you tried to explain sorcery as a manipulation of multiple manas and yadda yadda, most would think you are being pointlessly theoretical.&lt;br /&gt;
&lt;br /&gt;
As far as society cares (as reflected in the justice system), whether something is or isn&#039;t sorcery depends on the spell. Limb Disruption is sorcery, it doesn&#039;t matter if you happened to have distilled it to use a single mana type. Shadows is not sorcery, even if you&#039;re casting it with Elemental mana.&lt;br /&gt;
&lt;br /&gt;
This is semi-arbitrary, as all social structures are. What is and is not sorcery depends on society&#039;s iconic ideas here, moderated by the strong political powers of the magic-using guilds. Moon Mages, in particular, get a pass on some demonic looking stuff because the Celestians and Tezirites are working night and day to keep Moon Mages looking presentable and profitable to everyone involved.&lt;br /&gt;
&lt;br /&gt;
This benefits Necromancers to some extent, because not everything they do is obvious. If a Necromancer casts a spell that is utterly invisible, he is &amp;quot;not doing sorcery&amp;quot; as far as society is concerned. The reverse is also true: anyone, regardless of guild, who casts an obvious necromancy spell &amp;quot;is a Necromancer&amp;quot; as far as the pitch-fork wielding mobs are concerned.&lt;br /&gt;
&lt;br /&gt;
PHYSICAL:&lt;br /&gt;
&lt;br /&gt;
There&#039;s been a lot of confusion about this, which I am about to add to. Consider this definitive and superseding any previous statements that conflict with this -- until the next GM after me does the same thing, anyway. Sorcery is the act of using multiple types of mana to empower a spell pattern. A sorcerous spell is one that is written to presume this is happening.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a step back and review two important background concepts to make sure we&#039;re all on the same page.&lt;br /&gt;
A: Individual Elanthians cannot attune to more than one type of mana at once, due to physiological limits. Your nervous system becomes wired to your first attunement and just can&#039;t be made to &amp;quot;bend&amp;quot; in another direction.&lt;br /&gt;
B: While the four mana frequencies share the majority of their qualities each each other, creating an understanding of all four as a single force we call mana, each also has distinct characteristics. Each one can be thought of as a different environment for spellcasting.&lt;br /&gt;
&lt;br /&gt;
A sorcerous spell is one that was written that crosses the streams, which could only be cast &amp;quot;for reals&amp;quot; if you had access to two (or more) frequencies of mana feeding into it at once. Since you don&#039;t and you can&#039;t have access to that, this gives sorcerous spells the quality of being volatile and dangerous to everybody.&lt;br /&gt;
&lt;br /&gt;
So, if that&#039;s the case, what&#039;s Arcane mana? Nobody except the Necromancers actually know ICly, but, hey, I&#039;ll tell you as part of a social experiment to see how fast it gets taken for IC knowledge anyway.&lt;br /&gt;
&lt;br /&gt;
Remember, the limit on attunement is physiological. If you were a god sitting up there in the spiritual plane and got the urge to, you could probably create a being that was able to do it. For whatever reason they didn&#039;t do this, but they probably could&#039;ve. And if you&#039;re a bunch of mortal magicians with a panache for freakish mutations of the human body and a well developed god complex, there&#039;s nothing to stop you from trying.&lt;br /&gt;
&lt;br /&gt;
Attunement to Arcane mana involves some pretty substantial changes to how a Necromancer&#039;s nervous system works (in ye olde days, the Imperial Healers&#039; Guild hypothesized that the social deviance of sorcerers was somehow linked to these changes to the brain -- fortunately, no one knows or cares about their pesudo-magical theories anymore). The goal of the procedure is to produce a magician that can see and operate with multiple types of mana at once.&lt;br /&gt;
&lt;br /&gt;
It... doesn&#039;t quite work. Perhaps their method is still too crude and faulty, or perhaps the prohibition is wired even deeper into how the brain works than even they can manipulate, but the attempt always goes wrong. Even attuned to multiple mana types, in the Necromancer&#039;s perceptual sphere they superimpose upon each other into this freakish, aggregate, other kind of mana that does not really exist.&lt;br /&gt;
&lt;br /&gt;
Necromantic spells are written to account for deranged movements of this &amp;quot;fifth frequency,&amp;quot; but the lack of true multi-attunement perception means they can suffer like other people when casting outside their normal environment.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Where does arcane mana type fall on the holy - life - elemental - lunar ladder?&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Even attuned to multiple mana types, in the Necromancer&#039;s perceptual sphere they superimpose upon each other into this freakish, aggregate, other kind of mana that does not really exist.&lt;br /&gt;
&lt;br /&gt;
Arcane mana is a perceptual illusion, an abstraction created by a brain that is being forced to process information that it was never designed to. Necromancers use multiple types of mana, but through a nightmare lens that robs them of any way to tell what is what.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I was asking mechanically, not conceptually. Do you have the same chance (independent of the spell&#039;s difficulty and whatever other factors) to for spell backlash for using spells that aren&#039;t based on arcane mana?&lt;br /&gt;
&lt;br /&gt;
Necromancer backlash risk works differently than other MUs. They have an equal chance of backlash when casting Lunar, Elemental, and Life spells, rather than a sliding scale of difficulty. Holy mana presents some additional... complications that I&#039;m tempted to leave as PAFO for my own amusement.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;To go off on a theoretical tangent for a moment, does this mean that you could get two or more people attuned to different mana types to each put together their part of the spell and set it off at the same time to do &amp;quot;real&amp;quot; sorcery. Or does magic just not work that way?&lt;br /&gt;
&lt;br /&gt;
It would take a nearly impossible amount of finesse, but it could be done. A more practical way to do &amp;quot;real sorcery&amp;quot; would be through the aid of some specialized magical devices. However, for what should hopefully be obvious reasons, this line of thought doesn&#039;t get explored publicly by any of the guilds.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
Part of the confusion is that we&#039;ve traditionally used &amp;quot;sorcery&amp;quot; to describe two related but distinct things: evil spells and a way of manipulating mana.&lt;br /&gt;
&lt;br /&gt;
One of the differences of the current write up is I&#039;m trying to draw a clearer distinction between sorcery (the act, theoretical outside of Necromancers, of using multiple manas at once), and something which is sorcerous (something that happens or exists in conceptual relation to this process).&lt;br /&gt;
&lt;br /&gt;
A Paladin casting Shadows is not performing sorcery -- he is utterly incapable of doing so, since he can only ever jam Holy energy into a spell pattern. But the act of doing so creates the same risks as casting a sorcery, including the backfire iconic to sorcery blowing up in your face. It is fair to describe it as sorcerous.&lt;br /&gt;
&lt;br /&gt;
This is confusing, and I might just invent some new term later on. Alternately, since this is a topic that involves arrogant, self-described &amp;quot;sorcerers&amp;quot; trying to skirt the laws of man and Immortals alike and torch-wielding mobs, some confusion in terms might be flavorful to keep.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;It makes me happy that Arcane mana sounds like TES cosmology... impossible realities perceived because of &#039;mental stress.&#039;&lt;br /&gt;
&lt;br /&gt;
Reach for the stars in an attempt to do what they all say is impossible... create an unreal state that technically does the impossible at some horrible, unexpected price. It&#039;s Necromancers in a nutshell.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;The impression I got was that to the uneducated masses, Sorcery is magic that looks zomg flashy and evil. Casting a low-key spell like Shadows using non-lunar mana just wouldn&#039;t register for anyone.&lt;br /&gt;
&lt;br /&gt;
This.&lt;br /&gt;
&lt;br /&gt;
The presence of 3 strong, highly active guilds of wizards has helped narrow down the &amp;quot;zomg evil&amp;quot; response to the spells nobody claims, which creates a correlation-but-not-causation between public conception of what sorcery is and the theoretical, physics based use of the term.&lt;br /&gt;
&lt;br /&gt;
If it ever comes down to it, the social element gets primacy over the term. It&#039;s easy enough to say that the academicians get annoyed and finally invent new terms, but there is something wondrously visceral and untouchable about a horrified commoner pointing at a casting of Blackfire and crying out in fear and rage, &amp;quot;Sorcerer!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;a guilded non necromancer (lets roll with a cleric for fun) casts a domination Sorcery spell: ie mana disruption.&lt;br /&gt;
&amp;gt;&amp;gt;What does the necromancer see this as?&lt;br /&gt;
&amp;gt;&amp;gt;What does the moonmage see this as?&lt;br /&gt;
&lt;br /&gt;
They don&#039;t see anything untoward in isolation, since neither can perceive Holy mana, or would even necessarily know how the Cleric was &amp;quot;doing it wrong&amp;quot; even if they could.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Also a question when a necromancer casts this spell vs a cleric casting this spell, what is the mechanical and lore differnce?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s try a slightly different example and see if it still answers your question.&lt;br /&gt;
&lt;br /&gt;
In the physics, there is no meaningful difference between a Cleric casting Shadows and a Cleric casting Mana Disruption -- they both generate the same risks through the same mechanism (which is called sorcerous backfire, since it is iconic to attempts at sorcery).&lt;br /&gt;
&lt;br /&gt;
In society, there&#039;s a big difference, because people &amp;quot;know&amp;quot; that one is sorcery and the other is not due to the spell&#039;s presentation, effects, and historical background.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a good ol&#039; American empiricist, this would suggest society is right or wrong. A perhaps more informative way of looking at it is that they&#039;re measuring two different things.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Wait, now I&#039;m confused, too.&lt;br /&gt;
&amp;gt;&amp;gt;I was always under the impression that you can&#039;t fill a shadows spell with Holy energy and get anywhere- the problem was that in order to cast Shadows you had to manipulate Lunar mana blindly and hope you don&#039;t create something explosive.&lt;br /&gt;
&lt;br /&gt;
That&#039;s something that gets changed in this explanation, yup. I call it a revision of the description of sorcery rather than a clarification for this reason -- we never were really clear up to this point what was going on, and I&#039;m taking a stab at doing so.&lt;br /&gt;
&lt;br /&gt;
I do still consider this tentative for now and am willing to adjust it to taste. Though part of the reason I go for &amp;quot;incompatible spells&amp;quot; rather than &amp;quot;stuffing Lunar mana in blindly&amp;quot; is that it better reflects the reality of what a PC experiences -- you never actually use Lunar mana values when casting Shadows unless you&#039;re a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Will there be any necromantic spells that don&#039;t immediately flag someone as a necromancer to the masses?&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;This benefits Necromancers to some extent, because not everything they do is obvious. If a Necromancer casts a spell that is utterly invisible, he is &amp;quot;not doing sorcery&amp;quot; as far as society is concerned.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;So... in light of this, casting a sorcerous spell would basicaly be the mage attempting to not just bend his mana into the spell pattern, but aggressively bend it in the way another mana frequency bends.&lt;br /&gt;
&lt;br /&gt;
Yup. The background idea I&#039;m running with is that each mana frequency has its own little quirks (&amp;quot;Woah, wait, don&#039;t join up those two lines at the crest of a mana wave, you&#039;ll overload it and backfire!&amp;quot;) and mundane laws (&amp;quot;How do you say &#039;contact the spiritual plane&#039; in Lunar?&amp;quot;) that they don&#039;t necessarily share with the others. The difficulty increase reflects needing to know a far larger and esoteric body of knowledge to successfully translate a spell to your mana environment than you&#039;d need to construct it natively.&lt;br /&gt;
&lt;br /&gt;
And the unavoidable danger reflects that it&#039;s not a perfect science (if it was, everyone would have everybody else&#039;s spells at this point), and that even at your best there&#039;s a chance some freakish variable is going to slide off kilter and damn the whole work.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;...that leaves unanswered the question of what&#039;s happening technically when you cast a genuine sorcery. Does the player ever interact with the other streams in casting? Or is all sorcery in the mold of Blackfire, where the sorcerous agent is only a token &#039;sliver&#039; of mana?&lt;br /&gt;
&lt;br /&gt;
Hrm, that could still be open. My immediate answer is that taking it this we, we relegate &amp;quot;sliver of Holy mana&amp;quot; into a metaphor. A Blackfire spell is almost a true Elemental spell, but relies just enough on Holy principles that are volatile in ELemental to work right.&lt;br /&gt;
&lt;br /&gt;
However, it&#039;s not unreasonable to believe that a spell could, in extremis, be &amp;quot;programmed&amp;quot; (IC sense, not technical sense), to do mana manipulations of its own, without the caster&#039;s intervention, in some weird, sorcerous, Russian egg thing. On the other hand that also gets contrived and returns us back to where we originally were.&lt;br /&gt;
&lt;br /&gt;
Let me give it some thought.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Fate of Kigot==&lt;br /&gt;
&amp;gt;&amp;gt;Of course who is to say the hounds of Rutilor didn&#039;t lie about the fate of Kigot? Wouldn&#039;t be the last time that the public face of an official entity hid failures by claiming victory.&lt;br /&gt;
&lt;br /&gt;
Heh, I was betting on the side how long it&#039;d take someone to suggest that.&lt;br /&gt;
&lt;br /&gt;
Some Necromancers think Kigot is alive (or undead), while their peers put it on par with people who wouldn&#039;t give up Elvis. Critics point out two major flaws in this belief:&lt;br /&gt;
&lt;br /&gt;
1: If he&#039;s alive... where is he? Kigot was not a quiet man -- the reason he was such a strange threat to the Temple was he couldn&#039;t shut up. In sharp contrast, no one can reliably claim to have seen him since his death. It would be wildly out of character for Kigot to simply sit somewhere quietly scheming instead of writing a tell-all book about what happened.&lt;br /&gt;
&lt;br /&gt;
2: Given #1, even if Kigot survived... what&#039;s the point? Either Kigot is dead, or the experience left Kigot so scarred and changed that he is essentially not Kigot anymore. Either he&#039;s dead, or he&#039;s functionally dead.&lt;br /&gt;
&lt;br /&gt;
However, I don&#039;t wish to protest overly much. It was written fully intending that Kigot could be spun off as a messiah figure with a few leaps of faith, so I&#039;m not going to tell you it&#039;s a bad characterization. In the profound stress and religiosity of the Necromancers&#039; life, it&#039;s entirely appropriate that some of them crack and desperately seek our their own brand of miracles.&lt;br /&gt;
&lt;br /&gt;
==Attunement to Arcane Mana==&lt;br /&gt;
Two points.&lt;br /&gt;
&lt;br /&gt;
1: Thinking is hard. Intense concentration and violent acts of will can be physically draining: ask an actor, a graduate student, or a borderline. I see nothing wrong with leveling a fatigue hit on just the very act of thinking in such a disciplined and intense manner that magic can happen.&lt;br /&gt;
&lt;br /&gt;
2: The process of exploiting your attunement to bend mana streams is 100% psychic... but that&#039;s not the same thing as saying it&#039;s all happening in your imagination. These are real, physical forces in Elanthia that you are plugging your nervous system into and there&#039;s definitely the opportunity for physical wear and tear in this process. Think of all the times you&#039;ve taken damage from backfiring -- now imagine what sort of crippled husk magic use would leave if you had only real world medicine (even modern medicine) to help you.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;So, I read the thing that happens to you after you join. This is the only line that makes a necronewb &amp;quot;crazy&amp;quot; as far as I can tell....&lt;br /&gt;
&lt;br /&gt;
I have to comment briefly on this. While that may be the only line that outright mentions sanity, keep in mind that what you see when twisted to perceive arcane mana is also what you see every single time you perceive mana, albeit with a lot less wording. Your character is -always- seeing what was in that room, day in and day out... it&#039;s always there, lurking at the edge of your sight. And after a while, it doesn&#039;t seem so horrible, does it? Is it because you&#039;re simply growing used to it like an old scar, to the point that you can tolerate it? Or is it because you&#039;re losing the portions of your sanity that think that what you&#039;re seeing is a Very Bad Thing?&lt;br /&gt;
&lt;br /&gt;
Just some food for thought.&lt;br /&gt;
&lt;br /&gt;
-GM Abasha&lt;br /&gt;
&lt;br /&gt;
==The Old Man==&lt;br /&gt;
&amp;gt;&amp;gt;The Old Man, funnily enough, is only around a century old, give or take.&lt;br /&gt;
&lt;br /&gt;
The guesstimate is that the Old Man is 200+ years old, possibly with a strong emphasis on the plus.&lt;br /&gt;
&lt;br /&gt;
The Old Man appeared in the wake of the original Zoluren purges, suggesting he was either contemporary to that time (and is thus pretty young, all symbolism aside) or that something about the appearance of the Alchemy of Flesh attracted him (throwing the question of his age into complete obscurity).&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;And frankly, as far as I know, he has yet to be seen using any kind of magic at all.&lt;br /&gt;
&lt;br /&gt;
This is true.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Moon Mages and Necromancy==&lt;br /&gt;
&amp;gt;&amp;gt;...also the fact that if moon mages so much as thinks about Necromancy too hard they have visions of every reality ceasing to exist.&lt;br /&gt;
&lt;br /&gt;
There&#039;s two different things at work here from the Moon Mage side of the fence.&lt;br /&gt;
&lt;br /&gt;
When a Moon Mage Perceives an extremely corrupt Necromancer, they have a knee-jerk reaction back in the part of the head that&#039;s attuned to the Plane of Probability. When you&#039;re dealing with the future, you&#039;re dealing by and large in symbolism. Things mean more complex things by their presence, and different items and ideas ressonate together. In the hands of a prophet, a bowl unfit to serve salad in becomes a vessel in which the future rests.&lt;br /&gt;
&lt;br /&gt;
Those Necromancers are, in the Moon Mage system, symbolic of the End -- the death of everything. The time when time runs out and there is stillness. It&#039;s relevant that the first definite sighting of the demon known as the Hunger was under the pesodynm &amp;quot;Entropy&#039;s Glory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When a Moon Mage aligns towards Thanatology something... else happens, which is not merely a horrified response. As has been demonstrated in the past weeks, a Moon Mage who goes through that ordeal gains a necromantic taint which can be verified by Clerics and interfere with Holy magic.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a bit of an elephant in the room.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Xerasyth&#039;s word on sorcery==&lt;br /&gt;
Nothing mechanical happens to you (yet) with sorcery or sorcerous casting. This may or may not change.&lt;br /&gt;
&lt;br /&gt;
And as much as you may not wish to take what Xerasyth says at face value, he is also one of Elanthia&#039;s most vastly experienced sorcerers and practitioners of Thanatology. At the moment, if you&#039;re in a position where you think you can trust him when he says something to you, he is in fact a subject matter expert.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
==Lichdom==&lt;br /&gt;
For someone who cares about their personal fate, lichdom would be a raw deal. Sure, something survives the process and is pretty close to immortal to boot, but whatever it is won&#039;t be the same thing that&#039;s thinking the thoughts about it. Lyras is probably the best case of them all: she didn&#039;t accept lichdom until she literally had nothing left to lose.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Is Necromancy evil?==&lt;br /&gt;
&amp;gt;&amp;gt;We aren&#039;t cackling atop Mordor as we clutch demon forged blood bracelets, we&#039;re taking, stealing, learning by any means neccesary, and doing whatever we feel will advance our cause. It&#039;s far more ambiguous, and far murkier.&lt;br /&gt;
&lt;br /&gt;
This, pretty much. There&#039;s not really meant to be any ambiguity on the level of &amp;quot;Is necromancy evil?&amp;quot; Well, yes. Morally, ethically, and spiritually it&#039;s as bankrupt as Elanthians get.&lt;br /&gt;
&lt;br /&gt;
But as the Old Man asked, can you build a cathedral out of your sins? Is it possible that when you look at the scales, your life really is worth more than theirs? Is it actually possible that through these self-destructive acts you might rip a piece of divinity out for mankind? Is there an alchemy of the flesh and soul that can turn sin into virtue? The Philosopher is not deluded into thinking his actions are good, he thinks his actions are worth it.&lt;br /&gt;
&lt;br /&gt;
And... well. In the quiet of the night, when your thoughts filter to your own mortality, perhaps the sick comfort of denying it is reason enough without any pretense.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Ritual Knives==&lt;br /&gt;
The ritual knife is meant to correlate heavily with ritual implements in real-life (well, &amp;quot;real-life&amp;quot;) magic beliefs. An important part of the ritual sword is that it is, in its essence, the ritual sword and not something you use to cut your bread when the dishwasher is running. The blade that does thanatological rituals doesn&#039;t really work right unless it&#039;s dedicated to its purpose. This isn&#039;t a magical thing, at least not in any sense that the Necromancer himself can detect, but it&#039;s more than pure symbolism.&lt;br /&gt;
&lt;br /&gt;
Why is it so? Who knows. Ultimately, the Philosophers don&#039;t know a ton about the physics of what they&#039;re doing, and the ritual aspects of thanatology has so far thwarted their attempt to turn it into a science.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
The most popular example of the sort of ritual one thing turning into another would be the Transubstantiation. &amp;quot;The accidents remain, the essence changes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the more popular forms of ritual magic, the idea is echoed in the preparation of tools: by the care and effort one places in the props, they assist the magician in drawing the line between their waking state of consciousness and the alternate state of consciousness where the magic is.&lt;br /&gt;
&lt;br /&gt;
In DR? The Philosophers don&#039;t know why it needs to happen, but they know if you use your ritual knife for cutting bread or defending yourself, it just sort of... doesn&#039;t really feel right anymore.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Since a special connection exists between a Necromancer and their ritual knife, perhaps that one item could go with them regardless of how they depart?&lt;br /&gt;
&lt;br /&gt;
It&#039;s nothing magical that anyone can detect. It doesn&#039;t change the physical nature (&amp;quot;the accidents&amp;quot;) of the knife. It just... happens. You can call it psychological, if you want to caveat that it&#039;s a psychology the character can never progress beyond or is fully conscious of. The Philosophers don&#039;t know why.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;If any of this nonsense leaks over into carving knives and familiars I will be put out.&lt;br /&gt;
&lt;br /&gt;
I wouldn&#039;t presume to write Warrior Mage fiction.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I thought to myself for a second that maybe the LE requirement represent the ability to make the correct cuts and such, but that is very specifically covered by Thanatology.&lt;br /&gt;
&lt;br /&gt;
Presumably the Necromancer over the years picks up a degree of omni-competency when it comes to working with a cutting blade.&lt;br /&gt;
&lt;br /&gt;
Beyond that, has been and continues to be described as a ceremonial requirement from a group of people who take their knife fetishes seriously.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Redeemed==&lt;br /&gt;
My comment is grounded in my understanding of how humans think and how the social situation which I in large part invented plays out to its conclusion if ran with realistic personalities.&lt;br /&gt;
&lt;br /&gt;
But mostly, it&#039;s because the very definition of the Redeemed means that only the most terminally short-sighted among them would shoot their own foot off by trying to win themselves and by proxy necromancy -- what they got redeemed from -- social acceptance. A penitent who tries to get around redemptive suffering has either no emotional interest in redemption, or is (literally, in our case) irredeemably blithe.&lt;br /&gt;
&lt;br /&gt;
While I will grant it is perfectly acceptable to roleplay a sham penitent or a blithe idiot, I make the assumption that this is not most players&#039; intentions and advise accordingly.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==False and &amp;quot;false&amp;quot; accusations==&lt;br /&gt;
Regarding false and &amp;quot;false&amp;quot; accusations...&lt;br /&gt;
&lt;br /&gt;
The reason behind allowing false accusations is three-fold. First, just because a person is or was a different guild doesn&#039;t mean they haven&#039;t &amp;quot;turned into&amp;quot; a necromancer. History can point to dozens upon dozens of people that were once another guild (see: Lyras). People also cast spells from other guilds all the time via use of scrolls. Just because someone is a trader, a moon mage, or even a cleric doesn&#039;t mean they&#039;re not also a necromancer.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Hounds regard sympathy to necromancy and open hostility toward the inquisition as proof that someone is a necromancer themselves, since in their eyes, no one in their sane mind would openly oppose them. These are not exactly people that believe in freedom of speech and it&#039;s hard to convince them that someone&#039;s not a necromancer once they&#039;re on the trail. Keep in mind that there were dozens upon dozens of purges and hound deaths well before the necromancer guild even came out.&lt;br /&gt;
&lt;br /&gt;
And finally, keep in mind that both the Hounds and the Inquisition are... really not very nice people. The hounds are kind of akin to witch hunts, the Inquisition is akin to... well, the Inquisition. They really don&#039;t care about proof, and consider the deaths of a few innocents a very small price to pay for ridding the land of the scourge of necromancy.&lt;br /&gt;
&lt;br /&gt;
That being said, if someone really is innocent, the odds are stacked very heavily in their favor if they&#039;re accused.&lt;br /&gt;
&lt;br /&gt;
-GM Abasha&lt;br /&gt;
&lt;br /&gt;
==Lyras&#039; death==&lt;br /&gt;
As Zeyurn said in another thread, Lyras&#039;s immortality didn&#039;t drop until her Risen did, regardless of how much gunk people were spraying on her (there were 6 applications before the end).&lt;br /&gt;
&lt;br /&gt;
The Necromancers&#039; ritual did... Something, clearly. And the Necromancers will certainly enjoy believing that they are the unsung heroes who rose from adversity to save the day. The Clerics and especially Moon Mages who were seeing the metaphysical effect of the ritual may have a slightly different opinion.&lt;br /&gt;
&lt;br /&gt;
In the end of the day, who knows? Characters will likely remain partisan about it.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==The Barrier==&lt;br /&gt;
The undead mages that helped Lyras corrupt it are still maintaining it. Their last orders were to maintain it until Lyras tells them otherwise... a contingency that has collapsed into an infinite amount of time.&lt;br /&gt;
&lt;br /&gt;
Short of something unforeseen happening, the Barrier will be maintained forever.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Magic themes==&lt;br /&gt;
&amp;gt;&amp;gt;Magic is exploited to amplify the mage&#039;s latent supernatural abilities - a moon mage&#039;s spells exploit his natural foresight and telekinetic ability.&lt;br /&gt;
&lt;br /&gt;
Right in spirit, though a bit extreme. Things like Aether Lash and TKT are purely magical, it&#039;s when you take the next step into spells like Moongate and Resurrection that things get freaky. A Moon Mage who lost his prophetic ability would still be a Lunar mage and have a number of spells at his disposal. Just none of the ones that really make him &amp;quot;a Moon Mage&amp;quot; iconically.&lt;br /&gt;
&lt;br /&gt;
For Clerics and Moon Mages the line is well understood in the fiction. There are spells where a Moon Mage is using his insane math and spells where he&#039;s not. For Warrior Mages the line is much blurrier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I think it was one suggested that Life Magic in general is so dependent on the supernatural confounds of nature spirits and empathic sense that a given life spell patterns often appear to be missing parts that should let them do anything, or full of extraneous magical nonsense that shouldn&#039;t do anything.&lt;br /&gt;
&lt;br /&gt;
That&#039;d be the sense of any Signature spell, really.&lt;br /&gt;
&lt;br /&gt;
Life magic is only special here insofar as it has a very solid, well defined and militarized border with necromancy, which in a parallel reality could&#039;ve easily been called another form of Life magic. The existence of Nnecromancy as independent entirely from Life magic creates Life magic&#039;s most important principle: Life cannot defeat itself. Life magic cannot do anything in the necromancy range without being Not Life magic.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Corporeal Undead are meat byproducts==&lt;br /&gt;
&amp;gt;&amp;gt;As I understand it, the zombie is just material and has nothing to do with the actual person.&lt;br /&gt;
&lt;br /&gt;
This. The corporeal undead -- even liches -- are just meat byproducts. The person&#039;s gone.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
&amp;gt;&amp;gt;A god is not a person. It is more akin to a natural force.&lt;br /&gt;
&lt;br /&gt;
The Moon Mage cosmology piece I did awhile back, while not really true in a &#039;this is how the universe really works&#039; sense, tries to make sense of the gods&#039; nature in a way that Necromancers would find appealing. It poisted that the structural principle of Fate and the wild spiritual font of the gods are two opposing forces. Gods are creatures that exist very much at the &#039;font of creation,&#039; but lack intrinsic definition and reach downward to be something more than just a vaguely cognizant, chaotic force of supernature.&lt;br /&gt;
&lt;br /&gt;
The things that exist &#039;below&#039; had the opposite problem. They are animistic spirits, with only the barest trickle of a spirit to give them agency and creativity. Every part of their identity and motive is bound up into the essence of what they are, and their actions, even when capable of incredible guile and intellect, are as determined and autonomic as your heart beat.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Vivisection==&lt;br /&gt;
&amp;gt;&amp;gt;(I think I can&#039;t tell if Vivisection is literally psychic or just well made aether... if it&#039;s aether then maybe this is just a Life and Elemental Book)&lt;br /&gt;
&lt;br /&gt;
Vivisection is well made kinetic force.&lt;br /&gt;
&lt;br /&gt;
Synthetic Creation is an odd-ball spellbook that is sort of corrupt-Elemental in the more worldly sense. Screwing around with base materials in the alchemical / mad scientist scheme.&lt;br /&gt;
&lt;br /&gt;
It&#039;s less pure Necromancy and more Necromancy-compatible spells that the Philosophers specifically picked up because of their fetish. In a bizarre way, it&#039;s probably the most genuinely unique thing they bring to the table -- every necromantic cult practices Transcendental buffs, even if they don&#039;t call it such.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Sorcery and the mana storm==&lt;br /&gt;
Sorcery is a violent act against the area itself. The act of casting sorcery is &#039;bad juju&#039; that has unknown (to current Magical Theorists) ramifications to the world around you.&lt;br /&gt;
&lt;br /&gt;
Note the big ritual Lyras did that permanently altered the entire world in unknown ways as well as caused mana storms that screwed up the world&#039;s mana levels (oh and it killed Vorclaf too). This is what Sorcery fundamentally does. Just because it doesn&#039;t happen perceptibly when you cast your Obfuscate spell doesn&#039;t mean you aren&#039;t slowly killing / poisoning something about Elanthia with your spells.&lt;br /&gt;
&lt;br /&gt;
The generic act of swinging a sword through empty air doesn&#039;t really have down-the-line permanent ramifications upon Elanthia, nor does casting Clear Vision. This is how they differ.&lt;br /&gt;
&lt;br /&gt;
NOTE: We&#039;re still in the process of lore-wonking Sorcery a little better, so it&#039;s possible Armifer may correct this later after future discussion.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;As an aside, isn&#039;t one of the new magic skills sorcery in magic 3.0, which would help a character better manage that chance of primal violence?&lt;br /&gt;
&lt;br /&gt;
You can be very good at handling a vial of neurotoxin while accepting that it&#039;s still neurotoxin and along a long enough time frame your chances of accidentally shattering the vial approach 100%.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Xerasyth isn&#039;t a Philosopher==&lt;br /&gt;
Xerasyth isn&#039;t a Philosopher, insofar as the Philosophers themselves would reckon, since doesn&#039;t trace his academic lineage back to Kigot (Xerasyth&#039;s way, way too old to do that). Xerasyth himself claims to self-identify with them, though he does not claim to *be* one of them.&lt;br /&gt;
&lt;br /&gt;
The reason Xerasyth gets free run of the guildhall is that he&#039;s interested in the Great Work, demonstrates an envious grasp of transcendental principles, has done the organization favors, and, frankly, there might be two or three Philosophers at best that could match him spell for spell if it really came down to it.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Demonic Necromancy is a no no==&lt;br /&gt;
To clear things up -- According to the Philosophy of the Knife, demonic necromancy is something to be avoided as much as dealing with the gods. That&#039;s the realm of perversion, the backwards and ignorant ways practiced by necromancers of old, and inevitably leads to a situation such as what happened with Lyras.&lt;br /&gt;
&lt;br /&gt;
Science and the careful study of death, not contracts with nether entities, is the forte and the key to the Great Work. Now, if a Necromancer wants to go and learn such practices from an entity outside the philosophers, it may be a possibility, but the official guild won&#039;t support it and you could get in really big trouble with them for going that route.&lt;br /&gt;
&lt;br /&gt;
All this will be somewhat clearer when we manage to get the library finished.&lt;br /&gt;
&lt;br /&gt;
-GM Abasha&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Perhaps less well understood but generally agreed upon: in order to channel demonic power, you drill a small hole from the Abiding&#039;s reality into theirs. On one side of that planar connection is a demon, on the other side is your brain. Similar to how a Moon Mage links his mind to the plane of probability, this is basically the nature of a magical confound.&lt;br /&gt;
&lt;br /&gt;
A minor point, but one that might be relevant, is that a magical confound can be anything that changes or complicates the laws of magic around it. The term is used in the same sense that it is used in experimental design.&lt;br /&gt;
&lt;br /&gt;
It happens that a number of guilds do this by playing with the forces and creatures from other planes of reality, but it&#039;s not strictly required.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Hobo Blood==&lt;br /&gt;
There&#039;s also the implication that if Book had a better means of clandestine communication, he wouldn&#039;t have been decking Crossing with hobo blood.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Zamidren&#039;s trading ranks and Corruption magic==&lt;br /&gt;
Anything that a Necromancer PC donated to &amp;quot;The Necromancer Guild&amp;quot; would be going into Book&#039;s petty cash jar.&lt;br /&gt;
&lt;br /&gt;
How much this is a good idea depends entirely on how many ranks of Trading you think Book has.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
I want to try to say this as delicately and respectfully as possible: even if you did a fund raiser and gave Book a million platinums... what the bloody hell would Book do with your money? Hire contractors? Buy property?&lt;br /&gt;
&lt;br /&gt;
The Necromancers are outcasts and not the funny &amp;quot;shade and water&amp;quot; kind. Your money means nothing to the &amp;quot;Necromancer Guild&amp;quot; because they can not use it on any significant scale.&lt;br /&gt;
&lt;br /&gt;
At best they might have a slush fund for bribes and discrete purchases, but anything above the personal scale is beyond their means. Platinums are not how Necromancers create guildhalls.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Alternatively, If PC Necromancers can hide our aura with Rite of Contrition, what&#039;s stopping Zamidren from putting on some sort of magical &amp;quot;mask&amp;quot; and just... appearing to be someone else entirely?&lt;br /&gt;
&lt;br /&gt;
Rite of Contrition doesn&#039;t let you appear as someone else, it lets you magically appear as Not a Necromancer. If Zamidren Book popped it up and went to Crossing, he&#039;d still be Zamidren Book, and it&#039;d take only a barest understanding of current history to go running for the nearest guard.&lt;br /&gt;
&lt;br /&gt;
Corruption magic doesn&#039;t give you illusions out of nothing or ways to appear as someone else -- that&#039;s the sort of fine manipulation that the Moon Mages might do on a bored afternoon. Corruption gives you a blunt effect that can befuddle or even nullify the senses. If you&#039;re good at that sort of necromancy you can beat someone&#039;s perceptual field into paste, but you can&#039;t insert pink elephants into it.&lt;br /&gt;
&lt;br /&gt;
A slightly more &amp;quot;meta&amp;quot; explanation is a bit simpler: Necromancers are not Thieves. You are not sneaky masters of subterfuge and guile unless you, the player, are capable of delivering the skill for that. Necromancers are the hunted.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Or to put it another way, I appreciate that Necromancers are not ninja-mages, but it seems a little extreme to say something like &amp;quot;the Philosophers have no use for money&amp;quot; when all indications are that they&#039;re perfectly capable of exchanging it for goods and services.&lt;br /&gt;
&lt;br /&gt;
I did not say they have no use for money, and even suggested some uses they do have for it.&lt;br /&gt;
&lt;br /&gt;
I said they do not have use for money on a meaningful scale in the context of mass producing new magical items, creating guildhalls, and otherwise providing a level of services or a &amp;quot;footprint&amp;quot; that you might expect from a city or a guild.&lt;br /&gt;
&lt;br /&gt;
All the money in the world would not help the Philosophers interact with society on a level larger than the individual, which -- Randian fantasies aside -- is vital beyond a very simple level of organization.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;In fairness, you did ask &amp;quot;what the bloody hell would they do with [money],&amp;quot; and Z seemed to imply that if we&#039;re being totally consistent with the fiction, Necromancers shouldn&#039;t be able to afford selling belt knives to their novices. Both of these things, I think, are hyperbole, from what I&#039;ve seen in the game.&lt;br /&gt;
&lt;br /&gt;
There was meant to be a bit of humor in my comment, &amp;quot;I will say this delicately, what the bloody hell...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;But I&#039;m also curious, in your ideal world of Necro-fiction, playability concerns and mechanical issues aside, whether my character would be able to do what he does. Is a low/mid-circle Philosopher hiding in plain sight plausible, or is it just a matter of it not being possible to code that one little old lady on the street who&#039;s going to recognize that something stinks?&lt;br /&gt;
&lt;br /&gt;
Again, very important to distinguish between different scales of work.&lt;br /&gt;
&lt;br /&gt;
Can individual Necromancers attempt to blend into society? Well, yes. It&#039;s not considered the nominal route, but if a Necromancer&#039;s player has the skill to pull it off, it can be done. Zamidren himself is an example of someone who did it for years -- until it finally caught up for him.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a long stretch from the sort of level of commerce and industry some players have suggested Necromancers partake in over the recent months. Necromancer vaults! Necromancer shops! Necromancer specialty MDs! Necromancer banks of all things. No, at that point you&#039;re talking about a number of people and a level of engagement in society that they can&#039;t possibly be supported by the Philosophers.&lt;br /&gt;
&lt;br /&gt;
Again, this isn&#039;t the Thieves&#039; Guild: the Philosophers don&#039;t have the skill to handle that kind of thing, the connections even if they wanted to, and have way, way more intense and way more kinds of heat directed at them than a Thief could conjure in his nightmares.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
The only reason the Philosophers can manage to have serious guildhalls at all is that two Necrolord level people with an extreme knowledge of Corruption magic set up a place that nobody they don&#039;t want can actually find. That doesn&#039;t mean you should start money trails pointing at things to encourage people to maybe do things like camp an army around the place they know should be there but they can&#039;t get into.&lt;br /&gt;
&lt;br /&gt;
Unlike the Thieves&#039; Guild, which has agreements with every major ruling party save one, the Necromancer guild has absolutely zero support anywhere, and even though for playability reasons we have to let PC Necromancers go when caught, an NPC Necromancer can look forward to rotting in a dungeon for potentially forever.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I&#039;m not quite sure why necromancer-specific MDs are a bad idea in the scope of the guild, either. If they have a function that fits within the scope of the guild and doesn&#039;t explicitly make being in the guild &amp;quot;easier,&amp;quot; then why would they be bad suggestions? If someone proposed a necro-device that would turn ten dirts into one &amp;quot;super-dirt&amp;quot; that would make constructs last longer, would that be a bad idea based on the fact that necromancers shouldn&#039;t have guild-unique magical devices, due to the guild being poor/hard? It just feels like an odd argument to me.&lt;br /&gt;
&lt;br /&gt;
Context is vital and if this conversation continues to take sound bites out of it I am going to stop giving them to you.&lt;br /&gt;
&lt;br /&gt;
If Superdirt was some item that players had to create? Sure.&lt;br /&gt;
&lt;br /&gt;
If you want there to be some Necromancer sweat shop producing Superdirt for sale for you? No, they don&#039;t have that kind of manpower, infrastructure, or frankly concern.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Risen==&lt;br /&gt;
&amp;gt;&amp;gt;Id wager that this level of risen is not permanent, takes NPC Necrolord++ skill levels, and is still not perfect. My guess is they are &#039;programed&#039; to respond to certain things and do not have the ability to reason or react to things in a way that a normal person would. They would also be know for what they are with a single touch or perceive from an empath (OMG, no lifeforce!) or cleric (OMG, no soul!)&lt;br /&gt;
&lt;br /&gt;
The closest PCs have seen to a perfected Risen was sniffed out at a glance by the Inquisitors.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Xerasyth and the guild==&lt;br /&gt;
&amp;gt;I didn&#039;t think it would have been Xerasyth because I thought the guild was around and using those powers before Book &amp;quot;befriended&amp;quot; him.&lt;br /&gt;
&lt;br /&gt;
No, there was no official organization before then, and it still isn&#039;t a &#039;guild&#039;, really. The start of the Philosophers as a real organization with any temporal power (which still is basically non) was when Mr. B and X got together and pooled their not inconsiderable personal strengths.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
==Lyras&#039; Illusion==&lt;br /&gt;
&amp;gt;The closest PCs have seen to a perfected Risen was sniffed out at a glance by the Inquisitors.&lt;br /&gt;
&lt;br /&gt;
To go further along this line, the Fake &#039;Mr. B&#039; is in a guild that is swarming with powerful corruption magic.&lt;br /&gt;
&lt;br /&gt;
That isn&#039;t something you can just walk outside with.&lt;br /&gt;
&lt;br /&gt;
The only Necromancer who has displayed competency at what you might consider a traditional &#039;Illusion&#039; was Lyras, and even then all she managed was being able to look like the human she used to be as opposed to the rotting mass of bone she actually was.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
==History of the Philosophers==&lt;br /&gt;
To perhaps help, let&#039;s go over a Brief Sketch of the History of the Philosophers.&lt;br /&gt;
&lt;br /&gt;
About a hundred-odd years ago, some idiot (name unknown) wrote Investigations Toward an Alchemy of Flesh, and then was killed by a bunch of other idiots (random Zoluren adventurers). The Alchemy of Flesh wound up in the hands of some idiot Cleric (named Kigot), with the idiotic idea that he&#039;d known what to do with it.&lt;br /&gt;
&lt;br /&gt;
Kigot had this idiotic notion that by exposing Necromancy to the light of day the good people of Elanthia would be better able to fight against it, so he made copies and sent it to some other idiots he knew (random Zoluren and Therengian scholars). They, being idiots, also made copies and began distributing them. Cue sudden increase in Necromancers.&lt;br /&gt;
&lt;br /&gt;
The Temple at some point realized what was going on and started yelling profanity through the corridors. Cue lots and lots and lots of murder.&lt;br /&gt;
&lt;br /&gt;
This is what Markat calls the first generation of Philosophers -- scholars who had direct access to the Alchemy of Flesh and began to pursue necro-alchemy. Most of them are at this point very dead.&lt;br /&gt;
&lt;br /&gt;
Kigot gets very upset about the Temple trying to murder him and had a moral break. He devoted the rest of his short life to crafting an ethical system to support Necromancy, which he called the Philosophy of the Knife. Then he got murdered.&lt;br /&gt;
&lt;br /&gt;
This is where the second generation comes in -- Necromancers who &amp;quot;converted&amp;quot; the Philosophy and the promise of necro-alchemy, or their direct apprentices. There are a few dozen of these people walking around today.&lt;br /&gt;
&lt;br /&gt;
Among the many, many, many pages that Kigot wrote (really, you could use his collective works as a weapon in a pinch), he had the rather arrogant assumption that there&#039;d be no greater breakthrough in the field until a group of necro-alchemists could put aside their differences and work together. He was smart enough to understand this could only be achieved in terms of dominance and submission, so referred to this theoretical leader among Philosophers as the Triumphant; the guy who beat or conned everyone else into submission.&lt;br /&gt;
&lt;br /&gt;
Enter Zamidren Book, who used Lyras&#039;s self-destructive crusade and the reactionary anti-Necro sentiment as an excuse to murder some of his rivals and browbeat a significant fraction of the Philosophers into doing things his way.&lt;br /&gt;
&lt;br /&gt;
He was successful and has cultivated a relatively impressive powerbase, but spends most of his time at the moment split between trying very, very hard to keep the Temple and the Hounds from murdering everybody and playing politics among his knife-wielding degenerate peers.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Out of curiosity , since there are copies of the Alchemy of Flesh about, can we expect to see some pages in the Library?&lt;br /&gt;
&lt;br /&gt;
Every known copy was burnt. The current crop of Necromancers have access through it only by the second hand writings of Kigot, and whatever bits and pieces the first generation of necro-alchemists remember (and care to share).&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
Not everyone has to be a Philosopher to be a Necromancer, so the Philosophers&#039; prohibitions on things are not absolute.&lt;br /&gt;
&lt;br /&gt;
That being said, the Guild is balanced specifically for a certain gain ratio of DO, so any way to make DO go down would end up making it so that DO went up faster naturally, and probably not in an advantageous way for most Necromancers.&lt;br /&gt;
&lt;br /&gt;
There are a few &#039;core design tenets&#039; of the Guild that will most likely not be reneged on, but I do read all the suggestions. One thing I&#039;m big on is a thematic (which leads to functional) weakness in guilds, and the Necromancer guild&#039;s weakness is meant to revolve around the services most people take for granted.&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
==Necromancer&#039;s Soul==&lt;br /&gt;
&amp;gt;&amp;gt;Whatever that entity is that is protecting a Necromancer&#039;s soul, the Philosophers of the Knife (which all PCs all, even if they go renengade) will never have anything to with it in any way.&lt;br /&gt;
&lt;br /&gt;
More precisely, whatever is protecting the Necromancer&#039;s soul is entirely outside the Necromancer&#039;s control. He doesn&#039;t get any say in it, whether he wants to embrace it or reject it. It decides to intervene for its own reasons.&lt;br /&gt;
&lt;br /&gt;
The traditional Philosopher approach has been to simply not die, sometimes augmented with the contentious but generally accepted use of Spiteful Rebirth in extreme situations. The second generation Philosophers trained before Lyras made the gods extra zappy; the majority of them have never reincarnated and have no idea what it is you&#039;re seeing.&lt;br /&gt;
&lt;br /&gt;
And, frankly, they might get a little stabby if they found out about it.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Philosopher generations==&lt;br /&gt;
&amp;gt;&amp;gt;Just curious, but is a PC Philosopher second or third generation? Is Book second gen or third gen, since he teaches everyone about SRE?&lt;br /&gt;
&lt;br /&gt;
Markat goes into detail on this.&lt;br /&gt;
&lt;br /&gt;
First generation Philosophers: necro-alchemists with direct exposure to the Alchemy of Flesh.&lt;br /&gt;
Second generation: Necromancers who read Kigot&#039;s &amp;quot;Philosophy of the Knife&amp;quot; and had an ideological conversion, along with their direct apprentices.&lt;br /&gt;
Third generation: Necromancers who are trained by Book.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Where do souls go&lt;br /&gt;
When PCs use it, they&#039;re basically making meat puppets and do not interact with the soul in any meaningful way.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been theorized that&#039;s not always the case, especially with Lyras (see Prydaen commentary about the souls not returning properly to the Wheel).&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
==Arcane&#039;s contribution==&lt;br /&gt;
The Arcane covers everything in magic that cannot be neatly classified into the four conventional realms of magic. There are legitimate scholars of the Arcane on Elanthia, who are essentially magic&#039;s version of cryptozoologists and teratologists. There are people who study latent magical properties of strange ores, do research into the very quantra of spell design, try to understand the mechanics behind the slugs that fart out rainbows, etc.&lt;br /&gt;
&lt;br /&gt;
However, by far the biggest contribution to the Provinces&#039; culture and history that the Arcane has produced is evil in magic form. Especially in the current climate, anyone with a legitimate interest in the Arcane is either going to be somewhere like Throne City or deep within the Magic Prime guild structures where these kind of distinctions are routinely made, or is going to be at risk of a fire-related misunderstanding.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Prydean Necromancers==&lt;br /&gt;
In the sense that we&#039;re discussing the Prydaen as a species, there&#039;s nothing wrong with Prydaen Necromancers. They can corrupt their bodies and souls just as readily as any other mortal.&lt;br /&gt;
&lt;br /&gt;
In the sense that we&#039;re discussing the Prydaen as a culture, a Prydaen Necromancer makes close to zero sense.&lt;br /&gt;
&lt;br /&gt;
Being a Prydaen (or Rakash) Necromancer requires that the character be completely and permanently severed from the cultural and religious values of their people that, in the minds of some players, &amp;quot;make&amp;quot; the race. This isn&#039;t strictly bad, but it needs to be addressed. A Prydaen Necromancer who continues to &amp;quot;be Prydaen&amp;quot; is Doing It Wrong in a pretty spectacular way.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I was under the impression that being a necromancer at _all_ required this.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a big difference between abandoning your place in society and abandoning your cultural values. The reason the Philosophers are sympathetic at all is they&#039;re doing something which, if you take out the demons and murder and sins against nature and stuff is fundamentally human.&lt;br /&gt;
&lt;br /&gt;
A Human, even in DragonRealms has a reason to fear a clean death. A Prydaen doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I don&#039;t know if it&#039;s really an IC-mainstream thought, but with the way that there are Albarian gods there and Kermorian gods here (and those Prydean/Rakash gods now has a consulate in Kermoria or something), I&#039;ve always had my characters view all Gods more like overlords of certain regions a la Greek Parthenon.&lt;br /&gt;
&lt;br /&gt;
There&#039;s three dominant competing views in the Temple for how this works.&lt;br /&gt;
&lt;br /&gt;
1) The Immortals exist as overgods of the plane except where minor deities are allowed to hold sway. The Prydaen gods exist because the Immortals are OK with contracting out Prydaen souls. Everything&#039;s OK as long as people keep this in context and do not place their silly household gods over the true gods of creation.&lt;br /&gt;
&lt;br /&gt;
2) The Immortals exist as the only gods of the plane, everything else is demonic interference. The Prydaen gods are really a demonic force that has claimed their souls and the Eastern clerics have a moral obligation to do everything in their power to save the cats from themselves.&lt;br /&gt;
&lt;br /&gt;
3) The Immortals exist as the only gods of the plane, and other divinities are cultural corruptions of the Immortals which the gods humor because they&#039;re so nice and open to genuine faith. Eastern clerics have a moral obligation to teach the noble savages the right way to pray.&lt;br /&gt;
&lt;br /&gt;
Beyond that there&#039;s lesser, idiosyncratic views such as &amp;quot;the western gods were really just ancient heroes&amp;quot; to the incredibly unpopular &amp;quot;we should just learn to live together and respect each other&#039;s beliefs.&amp;quot; The truth of the matter would require a better understanding of the universe than any mortal has.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==CAN a Necromancer starve to death?==&lt;br /&gt;
&amp;gt;&amp;gt;That brings up a funny but interesting point. CAN a Necromancer starve to death? If not, why not, and if so, how does she &amp;quot;repair the damage&amp;quot; and come back?&lt;br /&gt;
&lt;br /&gt;
Isolated from his magic, a Necromancer can starve to death as easily as anyone else and for exactly the same reason. In practice, a Necromancer (and an Empath, for that matter) may develop supernatural tools to address that need that other people do not have.&lt;br /&gt;
&lt;br /&gt;
The practical side of the Great Work is the creation of a perfected being who is a living immortal -- presumably, transformation of the Necromancer himself into this state but that&#039;s not explicit. You can argue that &amp;quot;perfect living immortal&amp;quot; involves fundamental contradictions, and you&#039;d be right. It points to either the sublime character or the utter foolishness of this necromantic alchemy.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Gods&#039; acceptance==&lt;br /&gt;
The real answer (putting aside the existence or non-existence of the Albarian gods) is that &amp;quot;all gods&amp;quot; means &amp;quot;all gods.&amp;quot; It&#039;s a blanket quality of all divinities that they are angered by what the Necromancers are trying to do.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter how you want to frame the question and in what cultural context, you&#039;re not going to find a god that will accept Necromancers on their own terms. The Redeemed are as close as you get, and the Redeemed are very much not the one calling the shots in that relationship.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&amp;gt;&amp;gt;It saddens me a little bit because inwardly I hope Necromancer&#039;s find the answer in The Great Work, but realistically I imagine they never will, because in the end the &amp;quot;bad guys&amp;quot; have to lose. Since the GMs can&#039;t erase the Necromancer Guild (or at least hopefully won&#039;t due to all of the insane time put into it) I imagine if we&#039;re all still here playing 10 years from now, things will mostly be the same.&lt;br /&gt;
&lt;br /&gt;
The Philosophers&#039; struggle for the Great Work is conceived as a finite plot arc with a definite resolution, though it may take us many years to get there, or we may burn out before we arrive.&lt;br /&gt;
&lt;br /&gt;
One of the things we started with is the notion that there is a conclusion to the Great Work and an answer to all the questions. I honestly don&#039;t know what the Necromancer&#039;s Guild will look like when we get there; it&#039;s a decision we&#039;ll have to make when we have far more context to make it with.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==The point of playing a Necro and SRE==&lt;br /&gt;
&amp;gt;Isn&#039;t that the whole point of the guild? Be careful what you do? Don&#039;t be too flashy? If you get caught you&#039;re doing it wrong?&lt;br /&gt;
&lt;br /&gt;
My opinion is all of that is doing it wrong and the proper way to play a Necro is to go all out Perverse and have fun with it. However this is also fraught with risks, but in my opinion that should be the path with the most &#039;fun&#039;.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to do that, however, we&#039;ve added the tools for that as well! My opinion on the best way to play the guild isn&#039;t how you have to do it, but I am deeply saddened that most people feel like it means you fail as a Necro.&lt;br /&gt;
&lt;br /&gt;
It&#039;ll probably be better once we have more Necromancer &#039;guildhalls&#039; out, I feel people are unduly influenced by Book&#039;s outlook which is anti-Perverse. We like Book&#039;s outlook or we wouldn&#039;t have made it the primary guildhall, but the basic plan of the abilities was made to encourage you to not always follow what he says.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;people saying SRE is getting nerfed&lt;br /&gt;
&lt;br /&gt;
Considering in Magic 3.0 you&#039;ll be able to use SRE back to back, I don&#039;t think you can complain too much. But yes, getting killed by divine anti-Necro stuff will stop you from using it and you will have to depart guild ASAP.&lt;br /&gt;
&lt;br /&gt;
-Z &lt;br /&gt;
 &lt;br /&gt;
On the meta level (me, the GM, talking about my intentions for the guild), you are Doing It Wrong when you acquire SO without intending it, or if your decision upon running into a consequence of playing a Necromancer is to whine and scream about it rather than deal with it in-game.&lt;br /&gt;
&lt;br /&gt;
Beyond that, really, go nuts. We chose &amp;quot;Necromancer ideologies&amp;quot; as the term for the guild split for a reason. The Philosophers won&#039;t particularly be amused if you want to run around going Lyras on people&#039;s asses, but eventually there&#039;ll be guildleaders that care less.&lt;br /&gt;
&lt;br /&gt;
The focus of the guild in plot and mood terms is the Philosophers, but the ideologies have existed since day one to acknowledge that is not the only way to conceive of a Necromancer.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
Spiteful Rebirth defies the gods in the same sense that you can defy the taxi driver by walking. This does not protect you from the taxi driver getting annoyed and running you over.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Divine Outrage==&lt;br /&gt;
&amp;gt;&amp;gt;DO does not actually represent corruption; that is what Transcendental buffs are for&lt;br /&gt;
&lt;br /&gt;
While we&#039;ve never been explicit about it, DO does represent something more concrete than the Immortals&#039; mood, though there&#039;s a causal relationship there. Consider ROC&#039;s messaging (and very existence).&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;But why don&#039;t Immortals just smite all those who dedicate themselves to a High Sorcery right off the bat?&lt;br /&gt;
&lt;br /&gt;
Necromancers have been asking &amp;quot;Why me?&amp;quot; for a very long time. If they knew the answer to it they&#039;d probably be a lot better off than they are now.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Playing a Redeemed==&lt;br /&gt;
&amp;gt;&amp;gt;Considerations are obvious for redeemed, but my guess is that the GMs haven&#039;t described how redeemed will be handled because it isn&#039;t decided yet. But the GMs have consistently stated that playing a redeemed will be painful but possible, so they&#039;ll have to do something.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Something&amp;quot; may include, at the end of the day, simply saying that the idea died on the vine, if it really comes to that. I&#039;m far, far more interested in securing the playability and correct tone of the main body of Necromancers before I worry excessively about a sub-guild that doesn&#039;t actually exist yet.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, in Teh Lorez and events that have grown over the past year, we have never portrayed a Redeemed casting a spell. I&#039;ll totally admit that was just luck of the draw and nothing intentional, but post hoc is the best hoc.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Transformation to Lichdom==&lt;br /&gt;
&amp;gt;&amp;gt;From the Lore side its a failure of the Great Work, you die and your soul goes somewhere, but you create something that resembles you that will continue on. It sounds very much like you &#039;program&#039; a powerful undead form with your memories and behaviors, it looks and acts like you but is soulless.&lt;br /&gt;
&lt;br /&gt;
To its credit, it is a transformation of the body into a powerful, immortal form. A character who ultimately lacks the knowledge (or sophistication) to understand some of the more abstract points of the Philosophers&#039; aims, such as why &amp;quot;living immortality&amp;quot; is such a big deal, could be forgiven for seeing it as what Necromancers say they want.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;You might even be able to just &amp;quot;stupid&amp;quot; your way into Lichdom.&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Thanatologically drawn blood==&lt;br /&gt;
&amp;gt;&amp;gt;Judging by the message you get when you cast a spell requiring Cut without it, it seems there is a difference between normal blood and thanatologically drawn blood.&lt;br /&gt;
&lt;br /&gt;
Thanatology is big on occult ritual. Back to the whole &amp;quot;What make a ritual knife work but a kitchen knife not?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely possible Necromancers will gain more leeway if they can learn more about the nature of thanatology, but at the baseline level you cannot substitute a battle wound for a ritualized cut anymore than you can substitute in a battle axe for a ritual knife.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
The IC rationale is that by default, a Necromancer doesn&#039;t really know what the hell he&#039;s doing. Do the ritual and it works, violating every know rule of how Transference functions in the process. You are not implied to know more than that.&lt;br /&gt;
&lt;br /&gt;
The thematic rationale is that the highly specific, ritualized feel is intended. Empathy is the living Transference that allows you to feel it, tweak it, and sort of bend the rules without breaking it. Thanatology is the &amp;quot;dead&amp;quot; Transference that is extremely formal, learned by rote, and even simple deviations from the process will cause it to just be knife-wielding nonsense.&lt;br /&gt;
&lt;br /&gt;
Figuring out how those two entirely different realms interconnect is a practical microcosm of the Great Work.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Though I must say, as a player I enjoy the &amp;quot;We use it because it works&amp;quot; mentality the guild currently has.&lt;br /&gt;
&lt;br /&gt;
Partly thematic, again. The quest for knowledge would be very short if they already knew everything.&lt;br /&gt;
&lt;br /&gt;
Partly IC. Necromancy isn&#039;t commonly practiced (no matter how many Tezirites think otherwise) and has been enough to get you killed since prehistoric times. What practitioners exist are almost always misanthropes devoted to some demonic patron or insane ideology -- and on this point, the Philosophers might not be so different. The Philosophers simply do not have the luxury of the Magic Primes&#039; careful, centuries-long investigations into their own powers.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Lyras&#039; death==&lt;br /&gt;
&amp;gt;&amp;gt;So, as I said, I&#039;m sure the Immortals will gladly take credit for the kill, although at the same time Empaths could argue that they used some kind of Transference to de-Lich Lyras, or the Philosophers could claim they were the lynchpin in the plan or maybe all three working together is what did it.&lt;br /&gt;
&lt;br /&gt;
This is very much intentional.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==The Hounds==&lt;br /&gt;
The Hounds work on hate. Perhaps divine wrath, perhaps animal emotion, but essentially hate. They hate the Philosophers (rather specifically, for reasons that have been implied) and have proven they will cut a path through the innocent, burn down buildings, and even kill children if it means ferreting out one more Philosopher.&lt;br /&gt;
&lt;br /&gt;
This is convenient enough, since as Jaedren touched on, Necromancers are very hateable. There&#039;s excellent reasons to hate Necromancers, and the world would be a worse place without the Hounds in it.&lt;br /&gt;
&lt;br /&gt;
It&#039;s meant to be an uncomfortable situation.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Asketi and undead==&lt;br /&gt;
It&#039;s certainly odd, but it isn&#039;t without any possible logic. And when I had to choose between going with the originally proposed retcon (&amp;quot;Gods all hate undead.&amp;quot;) and cutting out little things like Asketi&#039;s Ride, I decided to keep Asketi happy.&lt;br /&gt;
&lt;br /&gt;
Half the dramatic tension behind the Necromancers is that they&#039;re doing amoral, culturally repugnant and world-breaking stuff that could doom everybody. The other half is that the Immortals act dickish, aloof and have a clear &amp;quot;do as we say, not as we do&amp;quot; mentality going on.&lt;br /&gt;
&lt;br /&gt;
Which side we focus on from moment to moment depends on which side of the conflict we&#039;re writing for. I encourage and support polarization among characters over the issue, but on the player level it&#039;s useful to remember there are meant to be both excellent reasons for a character to be a Necromancer and excellent reasons for a character to want to murder all Necromancers.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Inquisitors&#039; roleplay and becoming a Necromancer from another guild==&lt;br /&gt;
&amp;gt;&amp;gt;Ultimately, Inquisitors need to keep the idea of consensual roleplay in mind from the very moment they start considering hunting a Necromancer -- the same roleplay Necromancers need to consider when actually menacing someone.&lt;br /&gt;
&lt;br /&gt;
While that&#039;s a perfectly fine and valid scheme to work with if &amp;quot;hunting a Necromancer&amp;quot; refers to active RP and direct PvP, in practice the balance of power is not nor intended to be remotely fair. Enter ACCUSE.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll say this flat out: anyone is free to ACCUSE a Necromancer at any depth of roleplaying that they desire. And if your character is successful in the accusation, he gets money for it. It is our intended tool for creating a power imbalance between Necromancers and everyone else, and nothing pleases me more than to see it used.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Why is that, at least in an IC sense? Does the process of joining the guild break your ability to use your previous magics?&lt;br /&gt;
&lt;br /&gt;
To expand on Zeyurn&#039;s point.&lt;br /&gt;
&lt;br /&gt;
Consider that even Guildleaders do not have infinite spell slots. While it&#039;s theoretically possible that Zamidren early in his career as a Necro was still using (and reliant on) his Warrior Mage spells, pretty quickly he&#039;d have to let go to progress. In terms of our game abstractions, to make the transition he would&#039;ve had to unlearn his Warrior Mage spells and spend them on Necrostuff.&lt;br /&gt;
&lt;br /&gt;
For someone of Zamidren&#039;s stature as a Necromancer -- his will to become the Triumphant One and consolidate the Philosophers around him -- there was no looking back.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Gotcha. So while it&#039;s technically possible to have magic from both guilds for extended periods of time (at least for NPCs), the trade offs make it fairly undesirable.&lt;br /&gt;
&lt;br /&gt;
The caveat I&#039;ll add here is that NPCs will do whatever NPCs need to be able to do to move the plot along.&lt;br /&gt;
&lt;br /&gt;
Beyond that, yeah. Someone who converts doesn&#039;t immediately forget their magic, but it&#039;d instantly become Sorcerous and trying to maintain it would come at a severe cost to actually being a Necromancer. In most cases it&#039;s simply not worth the trouble, and frankly it&#039;s usually better to not cross the thematic streams readily.&lt;br /&gt;
&lt;br /&gt;
Though there are specific cases where stark incompatibilities happen:&lt;br /&gt;
&lt;br /&gt;
Moon Mages turned Necromancer lose access to the Plane of Probability the very moment they convert.&lt;br /&gt;
&lt;br /&gt;
Holy magicians that turn to the Dark Side would immediately lose their magic unless they take up a demonic patron.&lt;br /&gt;
&lt;br /&gt;
Empaths don&#039;t become Necromancers. Those that try disappear.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Based on other comments you&#039;ve made on the three major Guilds, wouldn&#039;t Warrior Mages who switch also lose their familiars and other Summoning related abilities?&lt;br /&gt;
&lt;br /&gt;
Elementals would no longer heed their call, but it wouldn&#039;t confound their magic excessively. Of the Magic Primes, Warrior Mages are by far the least dependent on Crazy Stuff to do voodoo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I take it trying to undo their Empathic Link is pretty harsh?&lt;br /&gt;
&lt;br /&gt;
Who knows? Everybody that tries disappears.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;For my own curiousity, have you in your own uber-lore decided what happens to them, or is it just &amp;quot;they don&#039;t and survive&amp;quot;?&lt;br /&gt;
&amp;gt;&amp;gt;Not asking for what happens, just if you&#039;ve decided.&lt;br /&gt;
&lt;br /&gt;
Yup.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Necromancers&#039; flavor==&lt;br /&gt;
&amp;gt;&amp;gt;I made a not-so-offhand comment about hearing that necromancers were scientists, not madmen.&lt;br /&gt;
&lt;br /&gt;
Even in real life, those are not mutually exclusive terms. Thematically, the flavor of science the Philosophers do is patterned off Dr. Frankenstein or Herbert West.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;The scene played out as you might expect, with some people being, well, outraged at the comment that necromancers might be anything other than foul beasts from hell that all need to die in a fire. I tried a couple times to plead rational thought -- &amp;quot;how do you know?&amp;quot; to no avail.&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, Moon Mages can glance at a Necromancer&#039;s place in the Web of Fate and read &amp;quot;Their fate is intimately linked with the death of the universe. The End.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I mean, you can certainly argue there are virtues to the Necromancers&#039; quest, but it&#039;s not particularly hard to find reasons to hate them.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;And then simply put there is as was stated, a huge problem with Necromancy, society doesn&#039;t like it is putting it weakly. The Gods don&#039;t like you playing in their field, and somewhat hinted (at the metagame or playing as a Necromancer), the Gods are protecting Elanthians from far nastier things then themselves, and being without their protection, is nasty.&lt;br /&gt;
&lt;br /&gt;
They&#039;re called demons.&lt;br /&gt;
&lt;br /&gt;
Modern adventuring society knows of two distinct ones, Maelshyve and &amp;quot;the Hunger.&amp;quot; Both were powerful enough to make claims to divinity that had to be taken seriously. Nobody can even guess at how many more of the things are out there.&lt;br /&gt;
&lt;br /&gt;
Coincidentally, they&#039;ve historically relied on Necromancers and the undead as their servants. The Philosophers and the Redeemed are rare among Necroculture (unbelievable so, outside of it) to separate out the roles of Necromancer and demon-cultist.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Might be entering &amp;quot;that&#039;s a fun theory to argue but we&#039;re not saying&amp;quot; territory, but would the North Wind Banshee now be considered a demon?&lt;br /&gt;
&lt;br /&gt;
That&#039;s a fun theory to argue but we&#039;re not saying.&lt;br /&gt;
&lt;br /&gt;
It can intentionally be a little dodgy trying to figure out where &amp;quot;malevolent divinity&amp;quot; ends and &amp;quot;demon&amp;quot; begins. At least dodgy enough to keep some cosmologists up at night.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Really? It is so unbelievable that a very rational person might say &amp;quot;wait, is there really no redeemable quality to this path?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Redeemable? Well, literally, no. There is no redemption on the path (the Redeemed are defined by the rejection of the Work).&lt;br /&gt;
&lt;br /&gt;
Necromancers are bad people, but they can be understandably bad people. You can certainly argue there are transcendent virtues to the Work -- that&#039;s part of the point of making Necromancers sympathetic. But it is framed around &amp;quot;they are mentally disturbed murderers that, wittingly or not, may be bringing about the end of the universe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;That&#039;s not what I meant by redeemable quality. Perhaps rephrased it&#039;s: &amp;quot;Is there no generally useful wisdom that one could gain from this work?&amp;quot; Of course, the question of the cost is a different one.&lt;br /&gt;
&lt;br /&gt;
Well, sure. The Great Work; the Magnum Opus; the perfected necromancy; life everlasting. The Philosophers are in it for living immortality and the self-determination of humanity. Not many people will fault them for their abstract goals alone.&lt;br /&gt;
&lt;br /&gt;
They&#039;re just, you know, trying to find it by murdering people, desecrating the dead, and may be unwittingly destroying all of Creation to attain it. Those wacky, lovable scamps.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Thanatology==&lt;br /&gt;
&amp;gt;&amp;gt;I personally wouldn&#039;t assume that Philosophers are the only ones who practice some form of knife-based thanatology.&lt;br /&gt;
&lt;br /&gt;
When Kigot wrote the Philosophy of the Knife, he picked the knife as a metaphor for the moral life of a Necromancer precisely because it was such a common tool of the trade.&lt;br /&gt;
&lt;br /&gt;
All Thanatology involves carving up the target in some capacity. Cutting occult symbols into the body is the method that the thanatological link is created and nobody claims to know a way to get around that. Theoretically it doesn&#039;t need to strictly be &amp;quot;a knife,&amp;quot; as long as it&#039;s some kind of instrument consecrated to the task, but it&#039;s hard to find a better mix of functionality and discretion for the job.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Necromancy and Aging==&lt;br /&gt;
Age doesn&#039;t really mean as much to Necromancers as it does to anybody else. While nobody lives forever, Necromancers conceptually have the most powerful anti-aging magic available.&lt;br /&gt;
&lt;br /&gt;
Note I don&#039;t actually know how old either NPC is, just throwing that out there as a general observation.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Arcane ritual and the mana-blind==&lt;br /&gt;
&amp;gt;&amp;gt;A bit of an odd question, and you likely won&#039;t be able to answer me straight, but these people who cannot attune...can they be forced to attune, ala the Philosopher attunement ritual?&lt;br /&gt;
&lt;br /&gt;
Excellent question, and nobody knows the answer.&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely within reason that the techniques behind Arcane attunement could &amp;quot;cure&amp;quot; someone of being mana-blind. But that&#039;d be an order of magnitude more refined than what the Necromancers are doing, and whether the Philosophers&#039; existing technique would work on the mana-blind is entirely unknown.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Lay Necromancers==&lt;br /&gt;
&amp;gt;&amp;gt;AFAIK, a Trader, War Mage, heck even Cleric can be a Necromancer in an IC sense. They can [theoretically] study the Philosophy of the Knife (or any other path of Necromancy), practice thanatology, etc. It&#039;s more of an OOC mechanics/rules limitation that prevents them from really doing so.&lt;br /&gt;
&lt;br /&gt;
Anyone with Attunement can perform Lay Necromancy.&lt;br /&gt;
&lt;br /&gt;
The full movement to being a Necromancer-with-a-capital-N is a bit more complicated and is incompatible with some of the supernatural forces other guilds use. For example, a Moon Mage could conceivably become a Necromancer-with-a-capital-N (in story terms, not actually in-game), but he would never be both at the same time. The moment his destiny aligns with the Necromancers, the Plane of Probability would abandon him. Empaths disappear. Paladins and Clerics have Fun, and so on.&lt;br /&gt;
&lt;br /&gt;
So possible, but it starts getting messy, complicated and more a matter of story logic than stringent rules.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Perfected Necromancy==&lt;br /&gt;
&amp;gt;&amp;gt;I.e., my great work might be to eliminate my bodies tendency to get squished by strong things or burnt by fire, and to endeavor towards a solution, I study the crushed or burnt remains of my victims. Yours might be to create a potion of eternal youth, and you work by siphoning the life force from children.&lt;br /&gt;
&lt;br /&gt;
At the heart of it is the belief that a few generations ago, a perfected Necromancy was invented but subsequently quashed that provided the keys to living immortality and godlike mastery over life. The pursuit of this is what they refer to as the Great Work.&lt;br /&gt;
&lt;br /&gt;
Almost nobody that read the thing survived the purge, so technical details are... scarce. Different Philosophers can have pet boogaboos about what the perfect Necromancy looks like and how you arrive at it.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Creating Life==&lt;br /&gt;
&amp;gt;&amp;gt;Can necromancers actually create life? I didn&#039;t think that was doable yet. (lore wise, I know there&#039;s no spell for it)&lt;br /&gt;
&lt;br /&gt;
Very much no. That&#039;s by some definitions the end result of the Great Work.&lt;br /&gt;
&lt;br /&gt;
Necromancers can modify existing life with their curses or their Transcendental spells, but the act of genesis is well beyond them.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I&#039;ve actually been curious about this for a while . By &amp;quot;Life&amp;quot; do Necromancers have the capacity to modify nature itself beyond their own physical selves?&lt;br /&gt;
&lt;br /&gt;
Yes, though not easily and not healthily.&lt;br /&gt;
&lt;br /&gt;
It is totally possible that a Necromancer might tamper with, say, a tree or a strain of flowers. But the results would never be pleasant, and the chance of it breeding true would be somewhere near zero. If it manages to survive more than a few days at all.&lt;br /&gt;
&lt;br /&gt;
In these cases, we&#039;re talking about results that are still thematically in the vein of Transcendental Necromancy. These would be utterly unnatural mutations that could not be found in nature and likely is utterly devastating to the organism in the long term. This is not a fine instrument.&lt;br /&gt;
&lt;br /&gt;
We&#039;re talking pretty radical, experimental necromancy at this point, though. Not something that a Necromancer would casually do with a spell.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Are the Gods Gods?==&lt;br /&gt;
Bear in mind that when we arrive at statements like &amp;quot;the gods aren&#039;t Gods&amp;quot; it should give us a giant red flag that we&#039;re not fully seperating our characters in this fictional universe from our own belief systems and culture as players.&lt;br /&gt;
&lt;br /&gt;
I mean, sure, I&#039;ll lay this out flatly: by all the definitions of godhood that exist in the DragonRealms universe, the Immortals are gods. In a lot of ways, they define those definitions. They are immortal, incredibly powerful extraplanar creatures that are born from and primally connected to what the Old Man and Xerasyth have referred to as &amp;quot;the Divine,&amp;quot; the source of creative power in the universe.&lt;br /&gt;
&lt;br /&gt;
The argument that &amp;quot;they are not gods&amp;quot; only really comes into play from a starkly Western standpoint. No, they certainly are not all-powerful, all-wise, or flawless. In terms of scope and conception, they follow much more the Greek approach.&lt;br /&gt;
&lt;br /&gt;
But, as far as any character in DragonRealms is concerned, they are &amp;quot;gods.&amp;quot; A man sitting in the Crossing has no better measure of godness.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Natural Scientists==&lt;br /&gt;
&amp;gt;&amp;gt;I&#039;ve had one major problem with the &#039;Necros as scientists&#039; idea: in a world where all forms of magic are real, testable and replicable, what makes necromancy any more &amp;quot;scientific&amp;quot;? I&#039;m not contradicting it; I deduced the same independently months ago, but I had a misgiving the whole time.&lt;br /&gt;
&lt;br /&gt;
Scientist and scientism are two very different words.&lt;br /&gt;
&lt;br /&gt;
Scientism is a notion from the philosophy of science, which characterizes the belief that the scientific method of the natural sciences is superior to all other epistemologies for understanding all matters of life and the universe. It is almost always used in a negative context, to describe when people have allowed positivism to become their de facto philosophy without any education or explicit thought on the issue. My current signature quote is Levinas being pithy about the issue.&lt;br /&gt;
&lt;br /&gt;
Moon Mages (and many other guilds) very much have scientists / natural philosophers in their midst. The Philosophers are easily the PC faction that is biggest on SCIENCE! though, the version with the exclamation mark in the title.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;So, Elanthia is, in a sense, a semi-competitive syncretic conflation of various cultural &#039;weltenschauung peaks&#039; throughout the history of civilization, each one no less &amp;quot;real&amp;quot; than the next. Philos, being postmodern, morally ambiguous, but no more empirical or rational than those worldviews that RL rationalism rejected: the mystical, metaphysical, Romantic, theological, etc.&lt;br /&gt;
&lt;br /&gt;
By necessity if nothing else.&lt;br /&gt;
&lt;br /&gt;
Not a ton of people, not even GMs, have a firm grasp of what the medieval era was like other than swords and bows. Like most fantasy fiction, DR doesn&#039;t go to any length to model the era in a sensible way, not even from a technological perspective but from its sociology or mindset either. And honestly it&#039;s too much to expect DR&#039;s largely volunteer, fan-based development team to better than average in history.&lt;br /&gt;
&lt;br /&gt;
I find it more elegant to say &amp;quot;We MEANT to do that! Really.&amp;quot; and emphasize the confusion of supernatural forces in the setting that must be taken up in different historical ways, from the Aristotelian metaphysics of the Warrior Mages, to the Victorian mysticism of the Moon Mages to the existentialism and scientism of the Philosophers.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;I recall posting in the Ancient Days of DR that Elanthia (and most High Fantasy settings) must be the RL technological equivalent of Europe circa 1450-1480: after the development of plate mail and crossbows, but before gun powder technologies.&lt;br /&gt;
&lt;br /&gt;
Now throw in mechanically produced electricity, telescopes, advanced metallurgy, Cartesian philosophy, and germ theory. And this doesn&#039;t touch the sundry modern and Enlightenment era stuff that comes out of the PCs sociologically.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
==Mortals are Jerks==&lt;br /&gt;
&amp;gt;&amp;gt;Not content to poop all over the Astral Plane, now we&#039;re pooping all over the space between.&lt;br /&gt;
&lt;br /&gt;
Moon Mages are terrible, Clerics are secretly terrible, and Warrior Mages venerate terrible men.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Phoenix%27s_Pyre&amp;diff=480408</id>
		<title>Phoenix&#039;s Pyre</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Phoenix%27s_Pyre&amp;diff=480408"/>
		<updated>2017-11-17T21:29:53Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=Pyre&lt;br /&gt;
|minprep=7&lt;br /&gt;
|castcap=37&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Bard&lt;br /&gt;
|spellbook=Elemental Invocations&lt;br /&gt;
|prereqs=Circle 40, [[Breath of Storms]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|pulse=17&lt;br /&gt;
|desc=The Phoenix&#039;s Pyre is a departure from the subtle effects many associate with the Bardly magic.  When voiced, the spell will ignite a firestorm around you to consume your enemies.  Should flames already wreathe your hapless victims, such as those from naphtha, they will flare with the added intensity.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Fire damage, Cold damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Area effect pulsing damage. Will of Winter changes it from fire/impact to fire/cold. Ignites and increases the duration and damage of naphtha.&lt;br /&gt;
|messaging=You give sudden voice to the warm chanting in your thoughts, as you release an accompaniment of elemental fire into the piece.  The opening syllables quickly intensify into a more savage theme.&lt;br /&gt;
&amp;lt;br&amp;gt;Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a heavy strike to an enraged tusky&#039;s back!&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a good hit to a zombie stomper&#039;s right arm!&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a good hit to a zombie stomper&#039;s right leg!&lt;br /&gt;
&lt;br /&gt;
You build the final notes of Phoenix&#039;s Pyre with an upward scale that rises into a steep crescendo, and end with an abrupt silence.&lt;br /&gt;
&lt;br /&gt;
With [[Will of Winter]]&lt;br /&gt;
&lt;br /&gt;
You give sudden voice to the frigid chanting in your thoughts, as you release a duet of elemental fire and water into the piece.  The opening syllables quickly intensify into a more savage theme.&lt;br /&gt;
&lt;br /&gt;
With barely a pause for breath, you neatly segue to the verse of the Phoenix&#039;s Pyre.  Your scales warm tangibly as you bite off each of the words with a fierceness that seems to incite the very air around you to anger as a conflux of flame and frost is born about you.&lt;br /&gt;
&amp;lt;br&amp;gt;The admixture of flames and frost lands a very heavy hit to an enraged tusky&#039;s chest!&lt;br /&gt;
&amp;lt;br&amp;gt;The elemental maelstrom crashes over a zombie stomper, but it is unharmed.&lt;br /&gt;
&amp;lt;br&amp;gt;The elemental maelstrom crashes over a zombie stomper, but it is unharmed.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, area of effect&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Area effect pulsing fire/impact damage, weighted towards fire.&lt;br /&gt;
*Being under the effects of [[Will of Winter]] will change it to fire/cold damage weighted equally.&lt;br /&gt;
*Both versions cause naphtha to flare up when the spell hits a body part that is doused with naphtha. Both also increase the duration and damage of the ignited naphtha.&lt;br /&gt;
*The bard will appear in the room look as &amp;quot;&amp;lt;Player&amp;gt; who is surrounded by swirling flames.&amp;quot;&lt;br /&gt;
*When using the Will of Winter form you will instead appear as &amp;quot;&amp;lt;Player&amp;gt; who is surrounded by an elemental maelstrom.&amp;quot;&lt;br /&gt;
*Causes charges of endangering the public when used in justice areas.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Phoenix%27s_Pyre&amp;diff=480406</id>
		<title>Phoenix&#039;s Pyre</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Phoenix%27s_Pyre&amp;diff=480406"/>
		<updated>2017-11-17T21:27:48Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=Pyre&lt;br /&gt;
|minprep=7&lt;br /&gt;
|castcap=37&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Bard&lt;br /&gt;
|spellbook=Elemental Invocations&lt;br /&gt;
|prereqs=Circle 40, [[Breath of Storms]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|pulse=17&lt;br /&gt;
|desc=The Phoenix&#039;s Pyre is a departure from the subtle effects many associate with the Bardly magic.  When voiced, the spell will ignite a firestorm around you to consume your enemies.  Should flames already wreathe your hapless victims, such as those from naphtha, they will flare with the added intensity.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Fire damage, Cold damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Area effect pulsing damage. Will of Winter changes it from fire/impact to fire/cold. Ignites and increases the duration and damage of naphtha.&lt;br /&gt;
|messaging=You give sudden voice to the warm chanting in your thoughts, as you release an accompaniment of elemental fire into the piece.  The opening syllables quickly intensify into a more savage theme&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a heavy strike to an enraged tusky&#039;s back!&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a good hit to a zombie stomper&#039;s right arm!&lt;br /&gt;
&amp;lt;br&amp;gt;The flames land a good hit to a zombie stomper&#039;s right leg!&lt;br /&gt;
&lt;br /&gt;
You build the final notes of Phoenix&#039;s Pyre with an upward scale that rises into a steep crescendo, and end with an abrupt silence.&lt;br /&gt;
&lt;br /&gt;
With [[Will of Winter]]&lt;br /&gt;
&lt;br /&gt;
You give sudden voice to the frigid chanting in your thoughts, as you release a duet of elemental fire and water into the piece.  The opening syllables quickly intensify into a more savage theme.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With barely a pause for breath, you neatly segue to the verse of the Phoenix&#039;s Pyre.  Your scales warm tangibly as you bite off each of the words with a fierceness that seems to incite the very air around you to anger as a conflux of flame and frost is born about you.&lt;br /&gt;
&amp;lt;br&amp;gt;The admixture of flames and frost lands a very heavy hit to an enraged tusky&#039;s chest!&lt;br /&gt;
&amp;lt;br&amp;gt;The elemental maelstrom crashes over a zombie stomper, but it is unharmed.&lt;br /&gt;
&amp;lt;br&amp;gt;The elemental maelstrom crashes over a zombie stomper, but it is unharmed.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, area of effect&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Area effect pulsing fire/impact damage, weighted towards fire.&lt;br /&gt;
*Being under the effects of [[Will of Winter]] will change it to fire/cold damage weighted equally.&lt;br /&gt;
*Both versions cause naphtha to flare up when the spell hits a body part that is doused with naphtha. Both also increase the duration and damage of the ignited naphtha.&lt;br /&gt;
*The bard will appear in the room look as &amp;quot;&amp;lt;Player&amp;gt; who is surrounded by swirling flames.&amp;quot;&lt;br /&gt;
*When using the Will of Winter form you will instead appear as &amp;quot;&amp;lt;Player&amp;gt; who is surrounded by an elemental maelstrom.&amp;quot;&lt;br /&gt;
*Causes charges of endangering the public when used in justice areas.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Post:Tangent:_Y%27shai_-_4/27/2016_-_18:20&amp;diff=475613</id>
		<title>Post:Tangent: Y&#039;shai - 4/27/2016 - 18:20</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Post:Tangent:_Y%27shai_-_4/27/2016_-_18:20&amp;diff=475613"/>
		<updated>2017-09-21T11:24:11Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: Created page with &amp;quot;{{Post |a=DR-ARMIFER |t=Tangent: Y&amp;#039;shai |d=04/27/2016 |n=1 |f=Magical Items |c=Lore |p=Found this on my drive today. It&amp;#039;s messaging for a previously planned quest featuring a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Post&lt;br /&gt;
|a=DR-ARMIFER&lt;br /&gt;
|t=Tangent: Y&#039;shai&lt;br /&gt;
|d=04/27/2016&lt;br /&gt;
|n=1&lt;br /&gt;
|f=Magical Items&lt;br /&gt;
|c=Lore&lt;br /&gt;
|p=Found this on my drive today. It&#039;s messaging for a previously planned quest featuring a sentient Y&#039;shai training device. Its been over a decade since it was planned, so I give it to you to fuel some speculation on what the Y&#039;shai are up to / think in terms of.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Thoughts enter your mind, alien and fully formed, &amp;quot;I guard the threshold in the name of Y&#039;shai, the Chosen; those who sacrifice in service of the future. Stand and be judged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Barbarian:&lt;br /&gt;
&amp;quot;Strong! If by strength alone were the Chosen, you would be welcomed here. Yet you act with the greatest arrogance: you are willfully ignorant. You shun the truth of the world as though it might burn you, yet still claim it is fire that moves you. You have my pity. Begone, flee into the shadows of your ignorance. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bard:&lt;br /&gt;
&amp;quot;Your mind is open and your voice rings clear through the ages, but you look the wrong way. The value of the past does not meet the price the future shall demand. A pity. Begone, return to your joy and your contemplation of the past. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cleric:&lt;br /&gt;
&amp;quot;Godbotherer, mystic, seeker of the divine. You reach so far and so high to the guiding light, yet to stare too long into the divine is to be blinded by its glare. You will never understand: there is a storm before the lightning, a tinderbox to spark the flame. Begone, return to the comfort of your gods. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Commoner:&lt;br /&gt;
&amp;quot;Eyes dim and future shrouded, yet there is a glimmer of potential. Your mind is as a child&#039;s. Look up into the skies and one day you might be worthy. Begone, child. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Empath:&lt;br /&gt;
&amp;quot;You know a secret, but that is all you know. You have betrayed the future to comfort the present. You have given up the wrong things, your sacrifice shall never be complete. Begone, return to your living martyrdom. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Necromancer:&lt;br /&gt;
&amp;quot;There are many things you could understand, but you will never be Chosen. You forsake life and you forsake the gods, how could I dare assume you would give what the future requires? You walk along the path, but your reasons are your own. Begone, play your games and discover your truths. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Paladin:&lt;br /&gt;
&amp;quot;Kindred spirit, but you are greedy. You cling to spiritual pleasures that the righteous must sacrifice. You cannot imagine the future that awaits. Begone, return to the comfort of your gods. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ranger:&lt;br /&gt;
&amp;quot;Perhaps. You know something profound, yet you do not comprehend it. You are blind. There is yet greater things in the universe than your single world. No, you are not worthy. Begone, to your forests and your simple pleasures. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thief:&lt;br /&gt;
&amp;quot;Your transcendent virtues are not enough. You sacrifice nothing and are blinded by your greed. You are an affront to what the Chosen save. Begone, return to your hedonism. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Trader:&lt;br /&gt;
&amp;quot;You look into the future but you do not see. There is nothing but profit for you. You do not have true vision, and for this I am thankful. What a terrible thing you would do with the gifts of the stars. Begone, return to your exploitation. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Warrior Mage:&lt;br /&gt;
&amp;quot;Close, so painfully close. Lanivel&#039;s children have a flaw: they work in the now. You have dedicated yourself to drama, you are the guardian of the inconsequential. The future comes and you will not make the sacrifice to face it. Begone, return to your hollow duty. There is no peace to be found here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Moon Mage:&lt;br /&gt;
&amp;quot;There... is potential.&amp;quot;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Guilds_kit_at_a_glance&amp;diff=474872</id>
		<title>Guilds kit at a glance</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Guilds_kit_at_a_glance&amp;diff=474872"/>
		<updated>2017-08-30T14:34:38Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===NOTICE===&lt;br /&gt;
&lt;br /&gt;
This is a work in progress. &lt;br /&gt;
&lt;br /&gt;
===[[Attributes|Stat Buffs]]===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!![[Agility_(stat)|Agility]]!![[Charisma_(stat)|Charisma]]!![[Discipline_(stat)|Discipline]]!![[Intelligence_(stat)|Intelligence]]!![[Reflex_(stat)|Reflex]]!![[Stamina_(stat)|Stamina]]!![[Strength_(stat)|Strength]]!![[Wisdom_(stat)|Wisdom]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||&#039;&#039;&#039;[[Wildfire]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Cyclone_(berserk)|Cyclone]]&#039;&#039;&#039;|| || ||&#039;&#039;&#039;[[Monkey_Form|Monkey]]&#039;&#039;&#039;|||&#039;&#039;&#039;[[Tornado_(berserk)|Tornado]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Bear_Form|Bear]]&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||[[Drums of the Snake]]||[[Soul Ablaze]]*|||[[Will of Winter]]*|||[[Echoes of Aether]]*|||&#039;&#039;&#039;[[Harmony]]&#039;&#039;&#039;|| || ||[[Words of the Wind]]*&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||&#039;&#039;&#039;[[Benediction]]&#039;&#039;&#039;||[[Auspice]]||| ||| |||&#039;&#039;&#039;[[Benediction]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Benediction]]&#039;&#039;&#039;||[[Glythtide&#039;s Gift]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||[[Vigor]]|| |||[[Tranquility]]|||[[Mental Focus]]|||[[Aesandry Darlaeth]]*||[[Gift of Life]]||[[Vigor]]|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*|||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*|| || ||&#039;&#039;&#039;[[Invocation_of_Spheres|Invocation of Spheres]]&#039;&#039;&#039;*&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| || ||| |||[[Researcher&#039;s Insight]]|||&#039;&#039;&#039;[[Philosopher&#039;s Preservation]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Calcified Hide]]&#039;&#039;&#039;|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| || |||&#039;&#039;&#039;[[Marshal Order ]]&#039;&#039;&#039;|||[[Clarity]]|||&#039;&#039;&#039;[[Veteran Insight]]&#039;&#039;&#039;||[[Courage]]||[[Heroic Strength]]||[[Divine Guidance]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||&#039;&#039;&#039;[[Cheetah Swiftness]]&#039;&#039;&#039;*|| ||| ||| |||[[Senses of the Tiger]]||&#039;&#039;&#039;[[Bear Strength]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Bear Strength]]&#039;&#039;&#039;*||[[Wisdom of the Pack ]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||&#039;&#039;&#039;[[Khri_Focus|Focus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Cunning|Cunning]]&#039;&#039;&#039;|||&#039;&#039;&#039;[[Khri_Plunder|Plunder]]&#039;&#039;&#039;||| |||&#039;&#039;&#039;[[Khri_Avoidance|Avoidance]]&#039;&#039;&#039;|| || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Traders]]||||&#039;&#039;&#039;[[Speculate_command|Finess]]&#039;&#039;&#039;||| ||| ||| || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||&#039;&#039;&#039;[[Mantle of Flame]]&#039;&#039;&#039;*|| ||| ||| |||[[Swirling Winds]]||&#039;&#039;&#039;[[Aegis of Granite]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Aegis of Granite]]&#039;&#039;&#039;*||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
#All magical guilds have access to magical research&lt;br /&gt;
# Signature abilities in bold&lt;br /&gt;
# * Cyclic Spell or transformation (one only at a time, two in the case of IOTS)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Stat Debuffs===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!![[Agility_(stat)|Agility]]!![[Charisma_(stat)|Charisma]]!![[Discipline_(stat)|Discipline]]!![[Intelligence_(stat)|Intelligence]]!![[Reflex_(stat)|Reflex]]!![[Stamina_(stat)|Stamina]]!![[Strength_(stat)|Strength]]!![[Wisdom_(stat)|Wisdom]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]|| || |||&#039;&#039;&#039;[[Screech of Madness]]&#039;&#039;&#039;(aoe)||| |||&#039;&#039;&#039;[[Screech of Madness]]&#039;&#039;&#039;(aoe)|| || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||&#039;&#039;&#039;[[Damaris&#039; Lullaby]]&#039;&#039;&#039;*(aoe)|| |||&#039;&#039;&#039;[[Desert&#039;s Maelstrom]]&#039;&#039;&#039;*(aoe)||| |||&#039;&#039;&#039;[[Damaris&#039; Lullaby]]&#039;&#039;&#039;*(aoe)|| ||&#039;&#039;&#039;[[Damaris&#039; Lullaby]]&#039;&#039;&#039;*(aoe)|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]|| || ||| ||| ||| || | || &lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]||[[Lethargy]]|| ||| ||| ||| || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||  || |||&#039;&#039;&#039;[[Sovereign Destiny]]&#039;&#039;&#039;|||&#039;&#039;&#039;[[Sovereign Destiny]]&#039;&#039;&#039;||| || || ||&#039;&#039;&#039;[[Sovereign Destiny]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| || ||| ||| ||| || || ||[[Visions of Darkness]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| || ||| ||| ||| || | || &lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*|||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*|||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*|||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Devolve]]&#039;&#039;&#039;*&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| || ||| ||| |||&#039;&#039;&#039;[[Khri_Prowess|Prowess]]&#039;&#039;&#039;|| || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||[[Tingle]]|| ||| ||| |||[[Tingle]]||[[Frostbite]](aoe)|| || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
#All magical guilds have access to magical research&lt;br /&gt;
# *Devolve only affects the top two skills&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Skill Buffs===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Shield!!Defending!!Armor Skill!!Protection!!Absorbtion!!Hinderance!!Stealth Hinderance!!Learning Rates!!Bonus stance points&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||&#039;&#039;&#039;[[Tornado_(berserk)|Tornado]]&#039;&#039;&#039;, passive skillset bonus(+1)||||&#039;&#039;&#039;[[Contemplation]]&#039;&#039;&#039; || || ||Passive skillset bonus (+1) || ||Secondary||+1/60 defending&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]|| || || || || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||&#039;&#039;&#039;[[Shield of Light]]&#039;&#039;&#039;||[[Major Physical Protection]]|| || || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]**|| || || || || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]**|| || || || || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| || || || || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Sentinel&#039;s Resolve]], Passive skillset bonus (+2)||[[Sentinel&#039;s Resolve]]|| ||&#039;&#039;&#039;[[Divine Armor]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Divine Armor]]&#039;&#039;&#039;|| Passive skillset bonus (+2)|| ||Primary||+1/50 defending&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||passive skillset bonus(+1) || ||&#039;&#039;&#039;[[Skein of Shadows]]&#039;&#039;&#039;|| || ||Passive skillset bonus (+1)||&#039;&#039;&#039;[[Skein of Shadows]]&#039;&#039;&#039;||Secondary||+1/60 defending&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| || || || || || ||&#039;&#039;&#039;[[Khri_Dampen|Dampen]]&#039;&#039;&#039;||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]||passive skillset bonus(+1)|| || || || ||Passive skillset bonus (+1) || ||Secondary||+1/60 defending&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||&#039;&#039;&#039;[[Aegis of Granite]]&#039;&#039;&#039;*|| ||[[Y&#039;ntrel Sechra]]|| || || || ||Tertiary||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
# * (likely to move bonus stance points to a different table)&lt;br /&gt;
# ** You&#039;re limited to one skill [[link]] per PC, and you need another PC in the room to establish and maintain it.  The buff strength is dependant on the difference between the two player&#039;s skills. This can buff any skill. [[Prediction]] is similar, but has it&#039;s own resource pool and does not require other PCs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lore]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Alchemy!!Appraisal!!Enchanting!!Engineering!!Forging!!Mechanical Lore!!Outfitting!!Performance!!Scholarship!!Tactics!!Learning Rates&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]|| || || || || || || || || || || Tertiary&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||[[Whispers of the Muse|Muse]]*||[[Whispers of the Muse|Muse]]*||[[Whispers of the Muse|Muse]]*||[[Whispers of the Muse|Muse]]*||[[Whispers of the Muse|Muse]]*|| ||[[Whispers of the Muse|Muse]]*||[[Eillie&#039;s Cry]],&#039;&#039;&#039;[[Practice_command|Practicing]]&#039;&#039;&#039;|| &#039;&#039;&#039;[[Faenella&#039;s_Grace]]&#039;&#039;&#039;*(AOE) || || Primary&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]|| || || || || || || || || || || Secondary&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]**|||| || || || || || || || || || Primary&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]**|| || ||[[Artificer&#039;s Eye]]||[[Machinist&#039;s Touch]]|| || || || || || || Secondary&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Researcher&#039;s Insight]]|| || || || || || || ||  || || Secondary&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| || || || || || || || || || &#039;&#039;&#039;[[Crusader&#039;s Challenge]]&#039;&#039;&#039; || Secondary&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]|| || || || || || || ||  || ||[[Wisdom of the Pack]] || Tertiary&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| || || || || || || ||  || ||[[Khri_Cunning|Cunning]]|| Secondary&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| || || || || || || || ||  || || Primary&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]|| || || || || || || ||  || || || Secondary&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Not sure where to put the skillset bonuses. Hobbies/Professions may qualify is a passive buff to every crafting skill (with limitations)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magic]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Arcana!!Attunement!!Augmentation!!Debilitation!!Primary Magic!!Sorcery!!Targeted Magic!!Utility!!Warding&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]|| || ||&#039;&#039;&#039;[[Contemplation]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Tribalist]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Powermonger]]&#039;&#039;&#039;|| || ||  ||&#039;&#039;&#039;[[Bear Form]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]|| ||[[Echoes of Aether]]*||[[Soul Ablaze]]*||[[Soul Ablaze]]*|| ||[[Echoes of Aether]]*||[[Will of Winter]]*|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]***|| ||&#039;&#039;&#039;[[Persistence of Mana]]&#039;&#039;&#039;||[[Sanctify Pattern]]*, [[Cleric_3.0#Alignment|Align]]*||[[Sanctify Pattern]]*, [[Cleric_3.0#Alignment|Align]]*|| ||[[Cleric_3.0#Alignment|Align]]||[[Sanctify Pattern]]*, [[Cleric_3.0#Alignment|Align]]||Tamsine&#039;s Commune, [[Cleric_3.0#Alignment|Align]]||[[Sanctify Pattern]]*, [[Cleric_3.0#Alignment|Align]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]**|| || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]**||[[Artificer&#039;s Eye]]||[[Aura Sight]]|| || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Researcher&#039;s Insight]]||&#039;&#039;&#039;[[Kura-Silma]]&#039;&#039;&#039;|| || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]|| || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]****|| || || || || || ||[[Substratum]]|| || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# *** align penalizes some magic skills to buff others.  Stacks(?) with normal buffs, but some alignments are only achievable through sorcery. &lt;br /&gt;
# **** Fir familiars help with the preparation of spells, not sure where to put this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Survival]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Athletics!!Evasion!!First Aid!!Locksmithing!!Outdoorsmanship!!Perception!!Skinning!!Stealth!!Thievery&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||&#039;&#039;&#039;[[Unyielding]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Piranha Form|Piranha]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Focus_(meditation)|Focus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Seek]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Owl_form|Owl]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Panther Form|Panther]]&#039;&#039;&#039;|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]|| ||&#039;&#039;&#039;[[Harmony]]&#039;&#039;&#039;|| ||[[Drums of the Snake]]|| ||&#039;&#039;&#039;[[Eye of Kertigen]]&#039;&#039;&#039;|| ||[[Misdirection]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]||&#039;&#039;&#039;[[Eluned&#039;s_commune_(2)|Eluned&#039;s Commune]]&#039;&#039;&#039; ||[[Major Physical Protection]]|| || || ||&#039;&#039;&#039;[[Revelation]]&#039;&#039;&#039;|| || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]**|| ||[[Aggressive Stance]]|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]**|| ||&#039;&#039;&#039;[[Seer&#039;s Sense]]&#039;&#039;&#039;|| ||[[Machinist&#039;s Touch]]||[[Tenebrous Sense]]||[[Clear Vision]]|| ||[[shadows]]|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| ||&#039;&#039;&#039;[[Philosopher&#039;s Preservation]]&#039;&#039;&#039;|| || || ||&#039;&#039;&#039;[[Kura-Silma]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Butcher&#039;s Eye]]&#039;&#039;&#039;||[[Obfuscation]]|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||[[Athleticism]], &#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;||[[Instinct]]||&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;||[[Hands of Lirisa]],&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;|| [[Wolf Scent]],&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;|| [[Senses of the Tiger]],&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;||[[Hands of Lirisa]],&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;||[[Earth Meld]],&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Wilderness Bonus]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]****||&#039;&#039;&#039;[[Khri_Flight|Flight]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Elusion|Elusion]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;||,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Safe|safe]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Khri_Sight|sight]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Khri_Darken|Darken]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Plunder|plunder]]&#039;&#039;&#039;,&#039;&#039;&#039;[[Thief#Urban_Bonus|confidence &amp;amp; urban bonus]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| ||[[Speculate_command#Speculate_Defense|Defense]]|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]|| ||[[Swirling Winds]]|| || || || || ||[[Rising Mists]](AOE)||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# **** Rangers have a passive buff for all survival skills except and thievery.  This is tied to their wilderness level.  Thieves have two buffs&lt;br /&gt;
      &lt;br /&gt;
# Note that rising mists is room-based and stacks with personal stealth boosters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Parry!!Brawling!!Missile!!Melee!!Thrown&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||&#039;&#039;&#039;[[Python_Form]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Dragon Form]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Eagle Form]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Dragon Form]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Eagle Form]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||&#039;&#039;&#039;[[Harmony]]&#039;&#039;&#039;|| || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]|| || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]**|| || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]**|| || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| || || || &#039;&#039;&#039;[[Chirurgia]]*&#039;&#039;&#039;|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| ||[[Righteous Wrath]]|| ||[[Righteous Wrath]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]|| ||&#039;&#039;&#039;[[Claws of the Cougar]]&#039;&#039;&#039;||&#039;&#039;&#039;[[See the Wind]]&#039;&#039;&#039;||[[Oath of the Firstborn]]&#039;&#039;&#039;||&#039;&#039;&#039;[[See the Wind]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| ||&#039;&#039;&#039;[[Khri_Elusion|Elusion]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Steady|Steady]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Strike|Strike]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Khri_Spar|Spar]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||[[Sure Footing]]||&#039;&#039;&#039;[[Mantle of Flame]]**&#039;&#039;&#039;||&#039;&#039;&#039;[[Tailwind ]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Mantle of Flame]]*&#039;&#039;&#039;||&#039;&#039;&#039;[[Tailwind ]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
# * Chirugia only buffs Small Edged&lt;br /&gt;
# ** Mantle of Flame may not be used with Aegis of Granite&lt;br /&gt;
# &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guild Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Skill Debuffs===&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===General Offense===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell/ability damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Impact!!Slice!!Piercing!!Fire!!Ice!!Electric!!Spirit!!Fatigue!!Mana!!Balance!!Concentration&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||A**||A**||A**|| || || || || || || A||&lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]||A*,H, M, P|| ||S, M, P||A*||S||S||A*,||A*,||S*||A*||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]***||A(U),S||S*, SD(U)||S||S, D(U), APD(U)||S*, APD(U)||A(U)||S,S*|| || ||S||&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]|| || S****|| || ||S**** || || ||S|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]||S,P*,AM,I,M ||AM ||AM,I,D ||AM, SD ||S,P* || || || |||| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||S,A*,C||S,A*||S,A*||S,A*,C||S,A*||S,A*|| || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||S,M,AM||S,AM||S||M|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||S,SM||S||S||S,SM||S|| || ||S || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]|| || || || || || || ||S|| || ||SP&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]||A,AP*,AM*,C,S,M,Z||A,AP*,S,I,Z||A,AP*,S,M,P,Z||A,AM*,C,D,S,M,Z||A,AP*,I,S(U),Z||A,D,S(U),M|| ||A|| || A,S|| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many guilds have multiple ways to deal this damage type.  To keep the list readable, I&#039;m using the following Key to show what is and is not possible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
* A = AOE Option, spells and abilities&lt;br /&gt;
&lt;br /&gt;
* C = Collateral Damage (Single target spell, which deals lesser damage to nearby targets)&lt;br /&gt;
&lt;br /&gt;
* D = DFA&lt;br /&gt;
&lt;br /&gt;
* H = Heavy TM option available&lt;br /&gt;
&lt;br /&gt;
* I = Armor Piercing&lt;br /&gt;
&lt;br /&gt;
* M = Multi-strike option available&lt;br /&gt;
&lt;br /&gt;
* P = Pulses, non-cyclical option available&lt;br /&gt;
&lt;br /&gt;
* R = Reactive damage (Shield - on hit of the target)&lt;br /&gt;
&lt;br /&gt;
* S = Single Target option available&lt;br /&gt;
&lt;br /&gt;
* Z = Charged shot (prep and then fire when you&#039;re ready like dragon breath)&lt;br /&gt;
&lt;br /&gt;
* (U) = Non-corporeal/evil/Undead Only (or any subset of the same)&lt;br /&gt;
&lt;br /&gt;
For the modifiers (like armor piercing) assume single target unless modified with A(ie: AM for AOE M for Single Target)&lt;br /&gt;
&lt;br /&gt;
Bolds for signature abilities or spells. &lt;br /&gt;
&lt;br /&gt;
# * Cyclic, transformation, limited, etc...&lt;br /&gt;
&lt;br /&gt;
# ** Technically Barbarians have Whirlwind, but it&#039;s not useful for raw damage vs training. &lt;br /&gt;
&lt;br /&gt;
# **** Requires the empath to shock themselves - Shock dramatically changes playstyle and limits several abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Augmentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Guild!!Armor Piercing/DFA!!Balance!!Bless effect!!Bonding!!Dual Load!!Elemental Damage!!Magical Creation!!Physical Damage!!Spell Battery!!Suitedness&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]|| ||&#039;&#039;&#039;[[Tsunami_(berserk)|Tsunami]]&#039;&#039;&#039;|| || ||[[Dual Load]]|| || ||&#039;&#039;&#039;[[Tsunami_(berserk)|Tsunami (top stat only)]]&#039;&#039;&#039;|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Bard]]|| || || || || || || ||[[Resonance|Resonance (top 2 only)]]|| ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleric]]|| || ||[[bless]]|| || || || ||[[bless]] (undead only)|| || &lt;br /&gt;
|-&lt;br /&gt;
|[[Empath]]|| || || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Moon Mage]]|| || || || || || ||&#039;&#039;&#039;[[Moonblade]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Shape Moonblade]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Empower Moonblade]]&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]|| || || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]|| ||[[Rutilor&#039;s Edge]]||&#039;&#039;&#039;[[Holy Warrior (spell)]]&#039;&#039;&#039;*||&#039;&#039;&#039;[[Bond Armaments]]&#039;&#039;&#039;|| || || ||[[Rutilor&#039;s Edge|Rutilor&#039;s Edge (Top only)]], &#039;&#039;&#039;[[smite]]&#039;&#039;&#039;|| ||[[Rutilor&#039;s Edge]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]|| || || || ||[[Dual Load]]|| ||&#039;&#039;&#039;[[Claws of the Cougar]]&#039;&#039;&#039;|| || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||[[Backstab]], [[Khri_Eliminate|Eliminate]]|| || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader]]|| || || || || || || || || || &lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior Mage]]|| ||&#039;&#039;&#039;[[Quick Infusions]]&#039;&#039;&#039;|| || || ||[[ignite]], &#039;&#039;&#039;[[Icy Infusions]], [[Shocking Infusions]], [[Fiery Infusions]]&#039;&#039;&#039;||&#039;&#039;&#039;[[Summon Weapon]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Expansive Infusions]]&#039;&#039;&#039;, ||&#039;&#039;&#039;[[Quick Infusions]]&#039;&#039;&#039;|| ||&#039;&#039;&#039;[[Quick Infusions]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General damage buffs&#039;&#039;&#039;&lt;br /&gt;
	* OF Buff&lt;br /&gt;
	* DF Debuf	&lt;br /&gt;
	* General Accuracy buff&lt;br /&gt;
	* Snipe&lt;br /&gt;
	* damage amplifier (physical, magical)&lt;br /&gt;
        * Special combat maneuvers (choke/ambush/expertise/smite)&lt;br /&gt;
        * Pets&lt;br /&gt;
... TBA&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Status Condition Protection===&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Status Condition damage===&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Traders are missing because trader.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472941</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472941"/>
		<updated>2017-07-20T18:36:16Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most intriguing lore! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are currently no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Ideological Camps ====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy. &amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This can be cast at AREA, CREATURES, or ENGAGED, and defaults to the latter. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] or an Introductory TM spell from another spellbook for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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The PC culture regarding Necromancers varies by province; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472940</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472940"/>
		<updated>2017-07-20T18:35:38Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most intriguing lore! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are currently no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy. &amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This can be cast at AREA, CREATURES, or ENGAGED, and defaults to the latter. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] or an Introductory TM spell from another spellbook for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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The PC culture regarding Necromancers varies by province; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472939</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472939"/>
		<updated>2017-07-20T18:30:15Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{ROTC}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most intriguing lore! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are currently no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472938</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472938"/>
		<updated>2017-07-20T18:29:38Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most intriguing lore! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are currently no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472937</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=472937"/>
		<updated>2017-07-20T18:29:15Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict. That said, familiarize yourself with rules of consent, both to protect yourself from others, and to recognize what you may have done to grant it.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most intriguing lore! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, in the eyes of everyone else, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, everyone else see&#039;s the guild as a hodgepodge of madmen and demon worshippers, and believe (for various reasons) that it&#039;s all a doomed enterprise that will bring about the doom of the Plane of Abiding.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are currently no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.  Additionally, be aware of the lore that exists for Necromancers, Moon Mages, Clerics, and Empaths, as these guilds specifically have particularly strong ties to Necromancer lore.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, it is also important to note that presently, all Necromancers are Philosophers. We all join in the Philosopher guild hall, and states of being are not yet released. &lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps currently have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the refusal to accept &#039;outside influence&#039; in their quest for power. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. One guild leader refers to Perversion as a function of Social Outrage, but this is a separate sentiment. The main distinguishing factor a Perverse Necromancer exhibits is the willingness to accept &#039;outside influence&#039; in their quest for power. Presently, no PCs are Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters. Presently, no PCs are Redeemed.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a poor choice as you will generally want to avoid towns.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. As you will probably spend a lot of time in combat, and due to the current TDP paradigm, there&#039;s no reason not to train a wide array of weapons and armors.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Currently, other states of being (Redemption, Perversion, and Transcendence) are in development. More information will be filled in as it is available. &lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from and remain in hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Call_from_Beyond&amp;diff=472043</id>
		<title>Call from Beyond</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Call_from_Beyond&amp;diff=472043"/>
		<updated>2017-06-28T13:54:47Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=cfb&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=60&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=Circle 20, [[Quicken the Earth]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The most elemental form of creating the undead, Call from Beyond compels a thanatologically prepared corpse to rise in service to its master.  A servant created through this spell exists only a short time before the animating magic fails, but the ritual to raise it can be done quickly, requiring none of the laborious preparation that mark the creation of a permanent Risen.  Channeling additional power into this spell extends its duration, but care should be taken not to mar the corpse, as each scrape will reduce the length of time the body can be maintained.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Makes a zombie!&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; gestures.&amp;lt;br /&amp;gt;&lt;br /&gt;
A deep violet light flares along intricate lines on the badger&#039;s body.  Its injuries melt away as damaged tissue struggles to knit itself together before your eyes.  The creature&#039;s recumbent form jerks once and then, as if awakening from slumber, its eyes snap open.  Flexing with newfound strength, an arisen badger zombie levers itself upright and faces &amp;lt;Necromancer&amp;gt; expectantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel a slight pressure behind the eyes as a swell of arcane energy builds within you.  Directing the flow along ritual lines cut in the body of the badger, you connect each essential node in turn.  Abruptly the power surges forth, a dam bursting as wild torrents stream into the body!  You siphon off a tiny fraction of the energy and direct it into reconstructing damaged tissue, the badger&#039;s flesh knitting together before your eyes.  The creature&#039;s recumbent form jerks once and then, as if awakening from slumber, its eyes snap open.  Flexing with newfound strength, an arisen badger zombie levers itself upright and awaits your command.&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;
*Zombie strength is based on TM ranks.&lt;br /&gt;
*Using this spell twice, or with [[Spiteful Rebirth]] or [[Covetous Rebirth]] will result in becoming forsaken, and a death at the hands of the [[Immortals]].  Once a forsaken, you will not suffer a death at the hand of the Immortals other than for [[Divine Outrage]].&lt;br /&gt;
==Help Text==&lt;br /&gt;
&lt;br /&gt;
Zombies may be commanded to COME, for their STANCE or BEHAVIOR, or to ATTACK or use a SPECIAL maneuver. Changing the STANCE no longer affects the zombies stats, and only affects the zombies SPECIAL. Using the SPECIAL while in STANCE OFFENSIVE will make the zombie charge to melee (this will also be used during general combat), while using SPECIAL in STANCE DEFENSIVE will make the zombie taunt (this has no effect of PCs and will not be used without the Necromancer commanding the zombie to do so). &lt;br /&gt;
&lt;br /&gt;
BEHAVIOR options mirror an Empaths [[Guardian Spirit]] - AGGRESSIVE will auto advance on and attack all monsters, DEFENSIVE will only attack something that engages it first, and PASSIVE will wait for the Necromancer to issue a command. Additionally, you make DROP equipment they have, or GIVE to hand them whatever is in your left hand.  Be warned that it is very possible to not get back whatever you give them!&lt;br /&gt;
&lt;br /&gt;
Finally, you may also RELEASE it, which will eliminate the zombie.  Alternatively,  you may tell it to LEAVE, which will send it to a holding room until you ask it to COME (or until the spell runs out).&lt;br /&gt;
&lt;br /&gt;
==Recall==&lt;br /&gt;
Zombies made with CFB have a unique [[recall]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Undead, Risen, zombie -- there have been many names given to animated corpses over the course of history.  One thing always seems to hold constant however: the smell.  While many undead are simply mindlessly aggressive, this one appears under direct control.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Policy Notes==&lt;br /&gt;
Please do not hide in a hunting area with a zombie out to get consent by waiting for the inattentive hunter to attack or target it accidentally. This is, at best, an incredibly grey area and at worst can be mech abuse. -GM [[Melete]]&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=471711</id>
		<title>Saesordian Compass</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=471711"/>
		<updated>2017-06-24T13:24:02Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Saesordian Compass&lt;br /&gt;
|abbrev=SCO&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=6&lt;br /&gt;
|maxduration=19&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|spellbook=Teleologic Sorcery&lt;br /&gt;
|prereqs=[[Starlight Sphere]] and one of [[Tezirah&#039;s Veil]] or [[Sovereign Destiny]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The original Saesordians were pioneers in the days of the Seven-Pointed Star, purveyors of arcane knowledge who were sometimes accused of employing demonic counsel.  With this spell&#039;s resurfacing, it has been theorized that it was responsible for the Saesordians&#039; catastrophic mood swings and other uncivilized behavior which, in the end, drew the ire of an empress and changed history forever.&lt;br /&gt;
&lt;br /&gt;
The Holy infusion of the Pattern of Direction, the Compass surrenders some part of the sorcerer&#039;s Targeted Magic faculties to a living concept.  Although it does not manifest the creature into physicality but merely connects, this is nearly as dangerous.  The fates of the two beings convolve for a time, and Nomad lore is filled with warnings against such unions.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Significantly reduces time to full targeting prep, makes SLS multi-hit&lt;br /&gt;
|messaging=Following a momentary suspense, seemingly whimsical images of Elanthia jumble together, flashing by your eyes.  As the entity of contempt coils about your prophetic talent, you begin to experience paroxysms that jerk your attention in quickly changing directions.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
Additional testing required for effect&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Antinomic_Sorcery_spellbook&amp;diff=471616</id>
		<title>Category:Antinomic Sorcery spellbook</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Antinomic_Sorcery_spellbook&amp;diff=471616"/>
		<updated>2017-06-22T17:06:43Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Antinomic Sorcery&#039;&#039;&#039; is the corruption of cosmologic Law, while the other [[Post:Sorcery_Lore_-_7/19/2010_-_21:05:22|high sorceries]] are corruptions of [[:Category:Teleologic Sorcery spellbook|Meaning]] and [[:Category:Hylomorphic Sorcery spellbook|Form]]. In practice, it will deal with the truly esoteric grey areas of religion (&amp;quot;Are [[Dergati]] and [[Huldah]] the &#039;parents&#039; of the [[World Dragon]]?&amp;quot;) and strange myths twisted into manifestation that are not quite in sync with reality (&amp;quot;What really happens when you [[Fading|Fade]]?&amp;quot;).  [[guild association is::Cleric]]s will be able to permanently memorize Antinomic Sorcery spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High Sorcery Research ==&lt;br /&gt;
&lt;br /&gt;
The following contains the research of Clerics taking part in high sorcery research to discover Antinomic sorcery. There are &#039;&#039;&#039;SPOILERS&#039;&#039;&#039; within this text that extend beyond the high sorcery research. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(6/22/17) I will intentionally leave out any specific process for conducting the research as to not ruin the fun for folks still figuring it out. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starry Road [ROAD]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You orient in the figurative direction of the gods as you always do, this time not to call down power or to serve, but for wisdom.&lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You have a fresh recognition of how your theurgy taps into the Starry Road, though you are still far from perfectly measuring such unreality. Thoughts about side topics and new applications stir in your head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conduits of Creative Forces [CONDUITS]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Feeling lofty with devotion and prayer, you lift your thoughts to the divinity which trickles down to Elanthia every passing moment. What is invisible to Dwarf eyes becomes bright tapestries in your soul, and you delve into their secrets.&lt;br /&gt;
&lt;br /&gt;
- Breakthrough! Memories emerge brisk and vivid in your soul&#039;s eye, rejuvenated of their own accord by sheer proximity to the divine conduits. You realize you have long known how to proceed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metaphysics of Law, Authority, and Soul [METAPHYSICS]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You begin to consider the grittier implications of an existence defined by consciousness and spirituality. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You have made some valuable inferences concerning the exploitation of planar metaphysics, just nothing momentous in particular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Echelons of Divine Life [DIVINE]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Driven by your intimate nearness to the gods, you wonder at length about their origins -- whether a mortal might light the fire of divinity. Purely theoretically, of course.&lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You conclude that origination of divine life in either our plane or the gods&#039; own is decidedly impossible, at least by mortal hand. An aspiring creator is then left with the task of looking elsewhere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortieth Immortal [FORTIETH]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Assured in your faith that the gods act through you in all things, you start imagining a new god, an addition to the pantheon that can reinforce it against myriad evils. What sorts of influence would it exert? &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! Even though you come to disabuse yourself of the hubris that is the Fortieth Immortal, your findings prove enlightening. Rather than a true god with self-awareness and self-subsistence, an immanent construct of the Dwarf soul seems much more viable. Further, you have a better inkling for the way to ignite that first spark.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antinomic Sorcery [ANTINOMIC]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You begin to push your theurgy to the edge in radical ways you were never taught by a guildleader.&lt;br /&gt;
&lt;br /&gt;
- Breakthrough! As your emotions come to a boil, you feel that you have achieved a sound grasp of the antinomic principle. The magic you seek deals with the creation and empowerment of an artificial godling, manifest from the fabric of one&#039;s own soul. You are prepared to advance theory into a genuine spell, but some misgivings linger nonetheless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applied Antinomy: Aspects of the All-God [ALL]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Eager to put your craft to use, you start to research Applied Antinomy: Aspects of the All-God. You contemplate what you already know of this particular expression of Antinomic Sorcery.&lt;br /&gt;
&lt;br /&gt;
- 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;
{{RefAl}}&lt;br /&gt;
{{cat|Sorcery spells,Planned Cleric spells}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dependency&amp;diff=465699</id>
		<title>Dependency</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dependency&amp;diff=465699"/>
		<updated>2017-03-08T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Understanding Dependency ==&lt;br /&gt;
Dependency, or what most people refer to as Lich, is an Open Source software suite that uses the Lich Engine to automate Dragonrealms gameplay. It is important to note that Dependency is NOT a converted software suite from Gemstone, but rather it is a completely new design built exclusively for the game Dragonrealms. It originated from the minds of two professional developers and has since increased to around 20, most of whom are also professional developers. The Dependency suite is hosted on Github which allows easy development processes as well as allowing end-users to request new features or report bugs.&lt;br /&gt;
&lt;br /&gt;
== ATTENTION ==&lt;br /&gt;
There is currently an issue with a missing cert that comes with Ruby&#039;s package manager. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--- Lich: error: Could not find a valid gem &#039;rest-firebase&#039; (~&amp;gt; 1.1.0) locally or in a repository&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Unable to download data from https://rubygems.org/ - SSL_connect returned=1 errno=0 state=SSLv3 read server certificate B: certificate verify failed&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you see either of the two errors above when installing Lich or running Dependency for the first time please follow the instructions on the [[Lich_scripting_engine]] page to resolve the error.&lt;br /&gt;
&lt;br /&gt;
==Issuing Script Commands==&lt;br /&gt;
Just as SF or Genie uses an invoking command, period and comma respectively, Lich and therfore Dependency does as well. To invoke a Lich script you use the semicolon. An example would be &amp;lt;code&amp;gt;;gird&amp;lt;/code&amp;gt; which would then run the gird.lic script and would gird yourself with the gear listed in the script. This script, of course, would have to be written by you before you could run it, but you get the idea. Dependency uses the &amp;lt;code&amp;gt;;e&amp;lt;/code&amp;gt; command to execute some scripts. The below guide uses said formula. &lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do NOT trust scripts unless told to do so!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;;repos download dependency.lic&amp;lt;/code&amp;gt;&lt;br /&gt;
#* &#039;dependency.lic&#039; is the the script that will download and keep up-to-date all of the rest of our scripts&lt;br /&gt;
#* Do NOT download any other scripts from ;repository unless someone tells you to, some of them conflict with our scripts.&lt;br /&gt;
# &amp;lt;code&amp;gt;;trust dependency&amp;lt;/code&amp;gt;&lt;br /&gt;
#* This lets the trusted script make files on your hard drive and download stuff from the internet - make sure you trust us before running this command&lt;br /&gt;
# &amp;lt;code&amp;gt;;dependency install&amp;lt;/code&amp;gt;&lt;br /&gt;
#* This downloads all of our scripts (and backs up any you had locally with the same name)&lt;br /&gt;
#* Did this step not work? Scroll up to the ATTENTION section at the top of this page for help.&lt;br /&gt;
#* This made a new folder called profiles inside the script directory and copied in some default character profiles&lt;br /&gt;
#* Profiles holds a collection of YAML files.&lt;br /&gt;
#* See Introduction-to-Character-Settings for more information on what YAML files are.&lt;br /&gt;
# Dependency is now set up and has downloaded all of our scripts, you do not need to use ;repos to access any of our scripts, and you won&#039;t need to ;trust any other scripts.&lt;br /&gt;
# We have some sample config files in the &amp;lt;code&amp;gt;Lich/scripts/profiles/&amp;lt;/code&amp;gt; directory, the same location as base.yaml. Make sure to rename the file to match your character if you&#039;d like to use one:&lt;br /&gt;
#* &#039;&#039;&#039;Name-setup.yaml; You MUST capitalize the first name, followed by -setup, and it must be YAML and not YML!&#039;&#039;&#039;&lt;br /&gt;
#* Barbarian: SampleBarbarian-setup.yaml&lt;br /&gt;
#* Bard: SampleBard-setup.yaml&lt;br /&gt;
#* Cleric: SampleCleric-setup.yaml&lt;br /&gt;
#* Empath: Selanas-setup.yaml&lt;br /&gt;
#* Moon Mage: SampleMoonMage-setup.yaml&lt;br /&gt;
#* Necromancer: Sorjen-setup.yaml&lt;br /&gt;
#* Paladin: SamplePaladin-setup.yaml&lt;br /&gt;
#* Ranger: SampleRanger-setup.yaml&lt;br /&gt;
#* Thief: SampleThief-setup.yaml&lt;br /&gt;
#* Trader: Cidemon-setup.yaml&lt;br /&gt;
#* Warrior Mage: SampleWarriorMage-setup.yaml&lt;br /&gt;
# You&#039;ll probably want to add some scripts you download to run automatically when you log in&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e autostart(&#039;script-name&#039;)&amp;lt;/code&amp;gt; Automatically starts the script for ALL of your characters.&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e autostart(&#039;script-name&#039;, false)&amp;lt;/code&amp;gt; Automatically starts the script for ONLY that character.&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e echo(list_autostarts)&amp;lt;/code&amp;gt; Shows all the scripts for your character which will automatically start.&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e stop_autostart(&#039;script-name&#039;)&amp;lt;/code&amp;gt; Removes the autostarting script for the character.&lt;br /&gt;
To start, enter the following:&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e use_lich_fork&amp;lt;/code&amp;gt;&lt;br /&gt;
#* &amp;lt;code&amp;gt;;e autostart([&#039;drinfomon&#039;, &#039;skill-recorder&#039;, &#039;spellmonitor&#039;, &#039;roomnumbers&#039;, &#039;lnet&#039;])&amp;lt;/code&amp;gt; Autostart several scripts at once.&lt;br /&gt;
#* And then restart dependency by typing &amp;lt;code&amp;gt;;k dependency&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;;dependency&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tyura_Circle&amp;diff=460579</id>
		<title>Tyura Circle</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tyura_Circle&amp;diff=460579"/>
		<updated>2016-11-24T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Tyura Circles are an old tradition that consists of creating elaborate patterns with salt and then ritually erasing them in a representation of birth and death. This brings about a betterment of the self. {{ilink|i|glass vial with softly colored chambers|A vial of the salt}} for this ritual using specially prepared salts that can be obtained from [[Niloa]] for 5 gold Dokoras at the [[Temple of Serenity]] on [[Wyvern Mountain]] in [[Ilithi]].&lt;br /&gt;
&lt;br /&gt;
You can only purchase one vial every 24 hours. You may own more than one vial at a time, but may only create one circle every 24 hours as well. While you can destroy a circle in combat, you cannot create one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Circle Creation==&lt;br /&gt;
&lt;br /&gt;
1) {{com|turn}} the vial to the desired color&amp;lt;br/&amp;gt;&lt;br /&gt;
2) {{com|pour}} the vial for each of three stages to complete the tyura circle.&amp;lt;br/&amp;gt;&lt;br /&gt;
3) {{com|clean}} the circle to destroy the circle and complete the ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The circle will blow away in approximately 10 minutes if uncompleted and must be completed with the same vial that started it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
&lt;br /&gt;
Available colors are Orange, Red, Yellow, Pink, White, Blue, Violet, and Green&lt;br /&gt;
&lt;br /&gt;
A different color must be selected for each stage of the tyura circle.&lt;br /&gt;
&lt;br /&gt;
While the function of the circles and relevance of the circles is unknown, four different basic color patterns were introduced during the initial demonstration.&lt;br /&gt;
&lt;br /&gt;
===Bahaya Circle===&lt;br /&gt;
&#039;&#039;&#039;Colors&#039;&#039;&#039;: Red, Green, Black&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Strength of Life===&lt;br /&gt;
&#039;&#039;&#039;Colors&#039;&#039;&#039;: White, Green, Blue&amp;lt;br/&amp;gt;&lt;br /&gt;
The &amp;quot;urge towards being,&amp;quot; reflected by the gasp of new breath, the growing meadow, and the rushing waters.&lt;br /&gt;
&lt;br /&gt;
===Exploration of Energy===&lt;br /&gt;
&#039;&#039;&#039;Colors:&#039;&#039;&#039; Red, Orange, Yellow&amp;lt;br/&amp;gt;&lt;br /&gt;
The &amp;quot;invigoration of being,&amp;quot; reflected in the colors of the slow flame, the eternal beacon, that which burns and yet does not exhaust.&lt;br /&gt;
&lt;br /&gt;
===Inner Spark===&lt;br /&gt;
&#039;&#039;&#039;Colors:&#039;&#039;&#039; Yellow, Red, White&amp;lt;br/&amp;gt;&lt;br /&gt;
The &amp;quot;connection of all being,&amp;quot; reflected by the savant eye, the ruddy moon, and the wisp of smoke that twists ever upward.&lt;br /&gt;
&lt;br /&gt;
===One Stillness===&lt;br /&gt;
&#039;&#039;&#039;Colors:&#039;&#039;&#039; White, Pink, Violet&amp;lt;br/&amp;gt;&lt;br /&gt;
The &amp;quot;recognition of being,&amp;quot; reflected by the blanketing snow upon the mountain as it captures a single, perfect sunrise.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Revelation&amp;diff=455858</id>
		<title>Revelation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Revelation&amp;diff=455858"/>
		<updated>2016-10-17T20:07:02Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=rev&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=Circle 30, and [[Auspice]] or [[Divine Radiance]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|pulse=10&lt;br /&gt;
|desc=The Revelation spell attempts to root out hidden pockets of spiritual energy, which usually indicate the presence of an unseen person.  While the auras that Revelation reveals are dispersed and nebulous, a perceptive mage may be able to track them down to their physical sources.  Even outside the main function of the pattern, the caster may notice an increase to their perceptual ability due to the heightened spiritual awareness.&lt;br /&gt;
|buffs=Perception skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Pulses to do a magical search that reveals names and allows you to POINT if you find their source.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Wisps of pale grey light begin to coalesce as you attempt to intertwine your senses with the spiritual plane.&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The pale red aura of Darkai&#039;s spirit ebbs into your field of vision.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are unable to pin down the aura&#039;s physical location.&amp;lt;br/&amp;gt;&lt;br /&gt;
The dim orange aura of Kalysta&#039;s spirit ebbs into your field of vision.&amp;lt;br/&amp;gt;&lt;br /&gt;
You quickly pinpoint the aura&#039;s source.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Policy:Scripting_policy&amp;diff=454654</id>
		<title>Talk:Policy:Scripting policy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Policy:Scripting_policy&amp;diff=454654"/>
		<updated>2016-10-12T19:00:41Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Comments==&lt;br /&gt;
&#039;&#039;&#039;Please keep discussion on this issue to the specific topic of the page title.  Other [[Policy command|Policy]] subjects can be discussed on the other appropriate policy pages. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ANYONE CONTRIBUTING TO THE POLICY DISCUSSION PLEASE READ:&lt;br /&gt;
Do NOT edit or delete anyone else&#039;s contribution.&lt;br /&gt;
Do NOT hold debates or conversations.&lt;br /&gt;
You CAN edit your own contribution if you think of more to say.&lt;br /&gt;
Make sure to add a signature to your contribution so it is easier to find.&lt;br /&gt;
Click the signature button, second from the right at the top of the editing window.&lt;br /&gt;
Finally... always make sure to preview BEFORE you save!&lt;br /&gt;
Thanks!  --[[User:BLADEDBUTTERFLY|BLADEDBUTTERFLY]] ([[User talk:BLADEDBUTTERFLY|talk]]) 00:37, 31 August 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
Should there be a portion here about not interfering with scripts/bots/etc? In terms of penalties, skill reduction still makes sense, but should the loss of TDPs outside of that skill loss (aka: outright removal of stats) still exist? I don&#039;t know if there should be a definitive &amp;quot;you will always be behind until the next respec/stat-wipe in the game&amp;quot; situation. Also wondering if Plat&#039;s penalty going straight to 3 is still something that&#039;s useful. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 12:01, 9 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some of my thoughts on afk scripting since there was a meeting about it recently.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I don&#039;t want it fully legal, the fallen comes to mind.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I don&#039;t want it too strict and harsh, the population of plat comes to mind. I think if the majority honestly wanted this full rp environment and no scripting plat would be full of people, but it&#039;s not.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I think a lot people are not really honest about it, want to stay off the gm radar, or want to gain favoritism with the gms so most discussion I see on it reeks of that. Most people afk script sometimes. Some do it 24/7 (which is bad) and the people complaining I believe are really just frustrated they will never catch up to people good at scripting. I don&#039;t really think it has much to do with impacting role playing or making the mud feel dead like they like to claim. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I&#039;m very concerned about oversight and fairness if this policy becomes strictly enforced. God forbid a GM would warn one of their favorite players. I&#039;m just being fully candid here.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; I watch my screen for the most part but I will admit there are times I&#039;m not completely paying attention. If policy was enforced very strictly. I would probably get warned at some point and I would go play another game. I&#039;m not interested in gaining favoritism to avoid gms targeting me for a video game. If I was confident the checks were completely random, which I probably have no way of being, I might be more inclined to stay and take my lumps and adjust accordingly. However, it often felt in the past like certain players were immune from script checks or just were able to pass them even though they were afk. I imagine some have an elaborate system set up for it. I picture all kinds of alarms going off on their phone when they&#039;re getting checked. So, what it felt like always ended up happening is the power scripters and serious abusers always got away with it, the gm favorites always got away with it, and the average video game player got completely wrecked.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I think there would also be merit and making the game less necessary to script. 50 commands to mind lock a skill sometimes seems excessive. Why do you need 10 tools for forging? Just one example. Why not automate some of it on the backend so you can be afk while not actually typing anything in. Like, braid grass until mind locked. Isn&#039;t there some balance to be had here? I think simply going after punishing players with harsh punishments and not doing anything else is going to destroy the player base.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The penalties are way too harsh as well. If I got warned, I would cancel and play another game. That&#039;s just the way it is. On the flipside, people cancel because they can&#039;t keep up with scripters. So give them the ability to keep up with them without having to write such advanced scripts? I know it&#039;s such a delicate balance, you don&#039;t want it to be too easy.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other ideas I&#039;ve heard are to implement are xp and loot penalties if you&#039;re logged in for exceptionally long periods of time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;This would be a fair system. Implement automated script checks, take GM bias out of the equation for AFK scripting purposes. Every day everyone gets at least one script check. Would have to code some new ones to use in the beginning. It&#039;s fair but it will never ever happen because we all know it would completely annihilate the player base. That&#039;s the reality of the situation and I hope it&#039;s considered with whatever is done. I hope the focus is on making automation less appealing rather than punishing people for it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JWARK4|JWARK4]] ([[User talk:JWARK4|talk]]) 15:29, 10 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:For clarification&#039;s sake, scripting is allowed to Plat. I agree that the penalty for getting caught afk scripting is a bit extreme. But scripting is 100% allowed. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 16:22, 10 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
: One of the GMs made a beautiful post on the official forums about how they did lots of AFK checks when they first started, but basically do none now. I think their post (which I can&#039;t find a link to) ties into points 4, 5, and 6. Their point was basically A) AFK checks take a while to perform; B) even when they identify an AFKer, there is paperwork; C) there are better places to spend GM time; and D) the root cause is not AFKers, but that the game encourages AFK scripting so much. To point 8, I feel it would unduly impact F2P players. I keep some characters logged in for very long periods of time, but that&#039;s a necessity since I don&#039;t have offline drain. Build up field exp during the day, then let it drain overnight. [[User:SHELTIM|SHELTIM]] ([[User talk:SHELTIM|talk]]) 09:16, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I think this policy enforcement needs to move one way or the other. The current middle ground of being mostly unenforced except against less complex scripts and used a grudge tool by people is untenable. Given the manpower issues already being faced policy enforcement seems unrealistic and a pointless arms race that alienates paying customers. Doubly so when HLC and plat sales are flourishing. It seems like if anything you&#039;d want more paying customers scripting part of the time for 4 years instead of the HLC they&#039;ll buy for a month before getting bored and moving on again. People complain about inflation (both skills and coins) but these problems are there regardless of scripting due real money sales.&lt;br /&gt;
&lt;br /&gt;
Look at the current state of the game, this is what the game is like with rampant scripting. Removing this policy isn&#039;t going to make it more rampant because it&#039;s going on already at extreme levels. We&#039;re at least a decade out from what this game looked like without extensive and prolonged scripting violations. It seems like we can try and return to that past which is a big financial investment and alienates both punished players and everyone waiting on even further delayed development. All this to gamble that it would become a better game (or more profitable from SIMUs perspective). Alternatively were left accepting the state of things as they are. Cut free the manpower that goes into that now, salvage the dev effort that goes into maintaining TF. Focus on making systems that aren&#039;t more rewarding for scripts than manual play. As it is the scripters are paying for accounts and simu coins; they&#039;re helping keep the lights on. If they&#039;re only ATK 4 hours of every 24 it&#039;s still 4 hours with more people in the world to interact with and another face to create the crowd in the city street. &lt;br /&gt;
&lt;br /&gt;
There&#039;s already no keeping up with the Joneses and what we have now is ProgressQuest crossed with an ADHD test.&lt;br /&gt;
--[[User:SEPED|SEPED]] ([[User talk:SEPED|talk]]) 12:58, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
People should remember that the PLAYERS requested the skillcaps constantly be raised - the reason scripting is required is player skills are spread over multiple years or even a decade of character training. If people didn&#039;t want this massive gap and time investment, they&#039;d be comfortable with the skill caps being lowered dramatically, and/or the nature of TDPs being changed such that &#039;train all the skills&#039; wasn&#039;t the best way to play.&lt;br /&gt;
&lt;br /&gt;
I&#039;m fine with a complete elimination of the scripting policy so long as its activity is not preventing others from enjoying the game. Since that&#039;s a fairly difficult thing to blithely define, just update the policy to reflect as much - &lt;br /&gt;
&lt;br /&gt;
1. Characters have no claims to hunting rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Update consent to reflect potential harassment (i.e., following characters and skinning/looting their kills, pointing them, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
3. What have you.&lt;br /&gt;
&lt;br /&gt;
Honestly, if the GMs/Devs are angry with the state of AFK scripters, they should incentivize people to do things other than script. That means game events, storylines that move, player interaction that matters. Players are to blame insofar as paying so heavily into revenue events, but the lack of stuff going on means that players fill the time doing something, anything. Given the lack of support for player lead RP events, it&#039;s no wonder players are scripting as heavily as they are, let alone the PvP rank disparity issues.&lt;br /&gt;
&lt;br /&gt;
--[[User:JHALIASCLERIC|JHALIASCLERIC]] ([[User talk:JHALIASCLERIC|talk]]) 13:25, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Whatever the policy is, there is a huge incentive to scripting AFK. This is how you can advance your character.&lt;br /&gt;
&lt;br /&gt;
Indeed, I dislike the separation of gameplay (actually immersing yourself, talking to people, walking around reading descriptions, etc..) from advancing your character (braid grass, read compendium, observe sky, predict, etc..). I don&#039;t think there is any immersion found in repetition of mind numbing tasks. If I overnight script, I can gain 0.25 of a rank in something! If I sit down and actively play the game, I do not advance. It is a system which promotes automation and further, you have a system which advancing is literally typing the same command over and over and over. That said, I don&#039;t think you will ever lose the automation, but you can merge the gameplay with advancement and then I will feel less incentive to script and to actually PLAY the game. Please do not punish me for wanting to play the game and also advance my character.&lt;br /&gt;
--[[User:ARCHIMEDIAN|ARCHIMEDIAN]] ([[User talk:ARCHIMEDIAN|talk]]) 13:52, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Policy:Scripting_policy&amp;diff=454631</id>
		<title>Talk:Policy:Scripting policy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Policy:Scripting_policy&amp;diff=454631"/>
		<updated>2016-10-12T18:25:25Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Comments==&lt;br /&gt;
&#039;&#039;&#039;Please keep discussion on this issue to the specific topic of the page title.  Other [[Policy command|Policy]] subjects can be discussed on the other appropriate policy pages. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ANYONE CONTRIBUTING TO THE POLICY DISCUSSION PLEASE READ:&lt;br /&gt;
Do NOT edit or delete anyone else&#039;s contribution.&lt;br /&gt;
Do NOT hold debates or conversations.&lt;br /&gt;
You CAN edit your own contribution if you think of more to say.&lt;br /&gt;
Make sure to add a signature to your contribution so it is easier to find.&lt;br /&gt;
Click the signature button, second from the right at the top of the editing window.&lt;br /&gt;
Finally... always make sure to preview BEFORE you save!&lt;br /&gt;
Thanks!  --[[User:BLADEDBUTTERFLY|BLADEDBUTTERFLY]] ([[User talk:BLADEDBUTTERFLY|talk]]) 00:37, 31 August 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
Should there be a portion here about not interfering with scripts/bots/etc? In terms of penalties, skill reduction still makes sense, but should the loss of TDPs outside of that skill loss (aka: outright removal of stats) still exist? I don&#039;t know if there should be a definitive &amp;quot;you will always be behind until the next respec/stat-wipe in the game&amp;quot; situation. Also wondering if Plat&#039;s penalty going straight to 3 is still something that&#039;s useful. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 12:01, 9 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some of my thoughts on afk scripting since there was a meeting about it recently.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I don&#039;t want it fully legal, the fallen comes to mind.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I don&#039;t want it too strict and harsh, the population of plat comes to mind. I think if the majority honestly wanted this full rp environment and no scripting plat would be full of people, but it&#039;s not.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I think a lot people are not really honest about it, want to stay off the gm radar, or want to gain favoritism with the gms so most discussion I see on it reeks of that. Most people afk script sometimes. Some do it 24/7 (which is bad) and the people complaining I believe are really just frustrated they will never catch up to people good at scripting. I don&#039;t really think it has much to do with impacting role playing or making the mud feel dead like they like to claim. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I&#039;m very concerned about oversight and fairness if this policy becomes strictly enforced. God forbid a GM would warn one of their favorite players. I&#039;m just being fully candid here.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; I watch my screen for the most part but I will admit there are times I&#039;m not completely paying attention. If policy was enforced very strictly. I would probably get warned at some point and I would go play another game. I&#039;m not interested in gaining favoritism to avoid gms targeting me for a video game. If I was confident the checks were completely random, which I probably have no way of being, I might be more inclined to stay and take my lumps and adjust accordingly. However, it often felt in the past like certain players were immune from script checks or just were able to pass them even though they were afk. I imagine some have an elaborate system set up for it. I picture all kinds of alarms going off on their phone when they&#039;re getting checked. So, what it felt like always ended up happening is the power scripters and serious abusers always got away with it, the gm favorites always got away with it, and the average video game player got completely wrecked.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;I think there would also be merit and making the game less necessary to script. 50 commands to mind lock a skill sometimes seems excessive. Why do you need 10 tools for forging? Just one example. Why not automate some of it on the backend so you can be afk while not actually typing anything in. Like, braid grass until mind locked. Isn&#039;t there some balance to be had here? I think simply going after punishing players with harsh punishments and not doing anything else is going to destroy the player base.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The penalties are way too harsh as well. If I got warned, I would cancel and play another game. That&#039;s just the way it is. On the flipside, people cancel because they can&#039;t keep up with scripters. So give them the ability to keep up with them without having to write such advanced scripts? I know it&#039;s such a delicate balance, you don&#039;t want it to be too easy.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other ideas I&#039;ve heard are to implement are xp and loot penalties if you&#039;re logged in for exceptionally long periods of time.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;This would be a fair system. Implement automated script checks, take GM bias out of the equation for AFK scripting purposes. Every day everyone gets at least one script check. Would have to code some new ones to use in the beginning. It&#039;s fair but it will never ever happen because we all know it would completely annihilate the player base. That&#039;s the reality of the situation and I hope it&#039;s considered with whatever is done. I hope the focus is on making automation less appealing rather than punishing people for it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JWARK4|JWARK4]] ([[User talk:JWARK4|talk]]) 15:29, 10 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:For clarification&#039;s sake, scripting is allowed to Plat. I agree that the penalty for getting caught afk scripting is a bit extreme. But scripting is 100% allowed. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 16:22, 10 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
: One of the GMs made a beautiful post on the official forums about how they did lots of AFK checks when they first started, but basically do none now. I think their post (which I can&#039;t find a link to) ties into points 4, 5, and 6. Their point was basically A) AFK checks take a while to perform; B) even when they identify an AFKer, there is paperwork; C) there are better places to spend GM time; and D) the root cause is not AFKers, but that the game encourages AFK scripting so much. To point 8, I feel it would unduly impact F2P players. I keep some characters logged in for very long periods of time, but that&#039;s a necessity since I don&#039;t have offline drain. Build up field exp during the day, then let it drain overnight. [[User:SHELTIM|SHELTIM]] ([[User talk:SHELTIM|talk]]) 09:16, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I think this policy enforcement needs to move one way or the other. The current middle ground of being mostly unenforced except against less complex scripts and used a grudge tool by people is untenable. Given the manpower issues already being faced policy enforcement seems unrealistic and a pointless arms race that alienates paying customers. Doubly so when HLC and plat sales are flourishing. It seems like if anything you&#039;d want more paying customers scripting part of the time for 4 years instead of the HLC they&#039;ll buy for a month before getting bored and moving on again. People complain about inflation (both skills and coins) but these problems are there regardless of scripting due real money sales.&lt;br /&gt;
&lt;br /&gt;
Look at the current state of the game, this is what the game is like with rampant scripting. Removing this policy isn&#039;t going to make it more rampant because it&#039;s going on already at extreme levels. We&#039;re at least a decade out from what this game looked like without extensive and prolonged scripting violations. It seems like we can try and return to that past which is a big financial investment and alienates both punished players and everyone waiting on even further delayed development. All this to gamble that it would become a better game (or more profitable from SIMUs perspective). Alternatively were left accepting the state of things as they are. Cut free the manpower that goes into that now, salvage the dev effort that goes into maintaining TF. Focus on making systems that aren&#039;t more rewarding for scripts than manual play. As it is the scripters are paying for accounts and simu coins; they&#039;re helping keep the lights on. If they&#039;re only ATK 4 hours of every 24 it&#039;s still 4 hours with more people in the world to interact with and another face to create the crowd in the city street. &lt;br /&gt;
&lt;br /&gt;
There&#039;s already no keeping up with the Joneses and what we have now is ProgressQuest crossed with an ADHD test.&lt;br /&gt;
--[[User:SEPED|SEPED]] ([[User talk:SEPED|talk]]) 12:58, 12 October 2016 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
People should remember that the PLAYERS requested the skillcaps constantly be raised - the reason scripting is required is player skills are spread over multiple years or even a decade of character training. If people didn&#039;t want this massive gap and time investment, they&#039;d be comfortable with the skill caps being lowered dramatically, and/or the nature of TDPs being changed such that &#039;train all the skills&#039; wasn&#039;t the best way to play.&lt;br /&gt;
&lt;br /&gt;
I&#039;m fine with a complete elimination of the scripting policy so long as its activity is not preventing others from enjoying the game. Since that&#039;s a fairly difficult thing to blithely define, just update the policy to reflect as much - &lt;br /&gt;
&lt;br /&gt;
1. Characters have no claims to hunting rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
2. Update consent to reflect potential harassment (i.e., following characters and skinning/looting their kills, pointing them, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
3. What have you.&lt;br /&gt;
&lt;br /&gt;
--[[User:JHALIASCLERIC|JHALIASCLERIC]] ([[User talk:JHALIASCLERIC|talk]]) 13:25, 12 October 2016 (CDT)&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454460</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454460"/>
		<updated>2016-10-07T02:52:15Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Ideological Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;. Something to remember is that these ideologies cannot be reduced to &#039;not-so-bad-just-misunderstood&#039; and &#039;bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of perma-death as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454459</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454459"/>
		<updated>2016-10-07T02:51:11Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Ideological Camps */&lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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Something to remember is that these ideologies cannot be reduced to &#039;Not so bad just misunderstood&#039; and &#039;Bad guy&#039;. Philosophers are still pursuing the Great Work through the study of Thanatology, still aim to usurp the Immortals and Transcend. Perverse are not simply &#039;bad Philosophers&#039;, they are Necromancers who have given up their autonomy for power. There is no moral high ground here, and all Necromancers have blood on their hands and damaged souls. Being aligned with the Philosophers does not make your Necromancer a good guy - it just means your character is still the one calling the shots.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of perma-death as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454458</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454458"/>
		<updated>2016-10-07T02:46:38Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Training Thanatology */&lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them. Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of perma-death as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
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You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
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As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
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So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
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If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
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Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
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That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
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While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454457</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=454457"/>
		<updated>2016-10-07T02:46:18Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Training Thanatology */&lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Necromancers cannot be set to PvP Closed, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&amp;lt;br&amp;gt;&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&amp;lt;br&amp;gt;&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Role-playing your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&amp;lt;br&amp;gt;&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&amp;lt;br&amp;gt;&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&amp;lt;br&amp;gt;&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more. They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&amp;lt;br&amp;gt;&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge. [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&amp;lt;br&amp;gt; Finally, the Dissection ritual is purely an educational and training tool performed on corpses which have not yet been {{tt|skin}}ned or otherwise ritualized.  When used on the corpse of a formerly living being, it teaches a mixture of [[Thanatology]] and [[First Aid]].  When used on the corpse of a formerly undead being, it teaches pure [[Thanatology]]. This ritual does not generate [[Divine Outrage]].  It is learned at 10th circle.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]] will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&amp;lt;br&amp;gt;&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&amp;lt;br&amp;gt;&lt;br /&gt;
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We&#039;ll talk about specific magic spells later.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the game&#039;s spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession.&amp;lt;br&amp;gt;&lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as [[Reactants|poison]]s once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&amp;lt;br&amp;gt;&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]] is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gem shops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&amp;lt;br&amp;gt;&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&amp;lt;br&amp;gt;&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&amp;lt;br&amp;gt;&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of perma-death as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased.&amp;lt;br&amp;gt;&lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you. Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&amp;lt;br&amp;gt;&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]]; it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are).&amp;lt;br&amp;gt;&lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by {{com|avoid|avoid !touch}} or setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&amp;lt;br&amp;gt;&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]], [[Barbarians]], and [[Traders]] have a secret handshake, so if one of them shakes your hand, they will know you are not one of them. This can be avoided by {{com|avoid|avoid !touch}} or using the [[Demeanor_command|demeanor]] command to be cold towards those guilds. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[Ranger]], consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken.&amp;lt;br&amp;gt;&lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &amp;quot;fire from hiding&amp;quot; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&amp;lt;br&amp;gt;&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&amp;lt;br&amp;gt;&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&amp;lt;br&amp;gt;&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on its victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&amp;lt;br&amp;gt;&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for its ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for its duration.&amp;lt;br&amp;gt;&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics. Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&amp;lt;br&amp;gt;&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]], [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&amp;lt;br&amp;gt;&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for its role in stat contests, stealth checks, and TM accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&amp;lt;br&amp;gt;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&amp;lt;br&amp;gt;&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. See [[Armor and shield player guide]] for additional information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters role-play actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is role-playing a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to role-play out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Necromancers,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=S%27sugi_malchata&amp;diff=434745</id>
		<title>S&#039;sugi malchata</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=S%27sugi_malchata&amp;diff=434745"/>
		<updated>2016-01-09T02:33:52Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=S&#039;Sugi Malchata&lt;br /&gt;
|Image File=malchata.jpg&lt;br /&gt;
|MinCap=500&lt;br /&gt;
|MaxCap=700&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Ilithi, Qi&#039;Reshalia&lt;br /&gt;
|City=Ratha, Shard&lt;br /&gt;
|MapList=*{{rmap|66b| Shard Remcli Amarcen (66b)}}&lt;br /&gt;
|MapList2=*{{rmap|97a| Ratha Korgi (97a)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=Yes&lt;br /&gt;
|Part Name=a malchata rib&lt;br /&gt;
|Part Weight=4&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=400&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|InitCost=&lt;br /&gt;
|InitCost2=&lt;br /&gt;
|InitCost3=&lt;br /&gt;
|InitCost4=&lt;br /&gt;
|InitCost5=&lt;br /&gt;
|Skin Type=rib&lt;br /&gt;
|Weight=10 stones&lt;br /&gt;
|Poachable=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Alien in appearance, the s&#039;sugi malchata could be mistaken for a humanoid at a great distance.  However, up close there&#039;s no room for uncertainty.  An insect-like head and slitted yellow eyes cap a sinuous three part body.  Long, segmented appendages protrude out of the creature&#039;s back, hooked around its torso like an extra set of ribs.  Short, jagged claws cap its humanoid-hands, and wavering antennae probe the air.  Oddly, the s&#039;sugi malchata&#039;s multi-jointed legs don&#039;t make contact with the ground, it appears to hover above the sand on an invisible cushion.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
* Sandstorm: Creates a sandstorm that pulls people from hiding and stuns them. Also has possibility of throwing into another room and causing injury.&lt;br /&gt;
* Sand webs: Immobilizes for 1-3 seconds.&lt;br /&gt;
* Sandstorms can improve the balance of all the malchata in the room.&lt;br /&gt;
* Casts [[Fire Ball]]&lt;br /&gt;
===Special Defense===&lt;br /&gt;
*S&#039;sgui malchata cannot be knocked over.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{cat|Bugged creatures}}&lt;br /&gt;
*&amp;quot;[T]heir fireballs are much stronger, such that they even kill themselves with the splash damage&amp;quot;&lt;br /&gt;
*&amp;quot;Went from no wounds to bleeding skin and less than 30% vitality. I have 99 stamina. Using plate/brigandine armor. Have 600 ranks in each. Have 75 mana Sure Footing, Swirling Winds and YS up. Have Etheral Shield up also at 70 mana. have defending at near 700ranks. Shield, evasion parry all nearining 700 ranks.&amp;quot;&lt;br /&gt;
*&amp;quot;Untouchable with 725 evasion, 650 armors/shield/parry, 70 reflex. Fireballs blocked, but still hitting other Malchata&amp;quot; 1/6/2016&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{PostLink}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Idon%27s_Theft&amp;diff=433343</id>
		<title>Idon&#039;s Theft</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Idon%27s_Theft&amp;diff=433343"/>
		<updated>2015-12-09T02:17:13Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Idon&#039;s Theft&lt;br /&gt;
|abbrev=it&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=Cleric&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=[[Huldah&#039;s Pall 3.0|Huldah&#039;s Pall]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Idon&#039;s Theft spell charges its caster with latent energy sensitive to other spells.  This energy may then be discharged, possibly more than once, to STEAL an adversary&#039;s spell before it is cast.  Only the skeleton pattern of a stolen spell will be transferred, at minimum power, and casting it will be up to the Cleric&#039;s own skills.  Although this spell has occasionally been alleged of being a sorcerous &amp;quot;evil eye&amp;quot;, our Elders assure us that it is clean of any untoward magic.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|effect=Steal a spell from target allowing you to cast it.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
Nearly invisible filaments of cobalt electricity begin to swim across your eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealing Spell:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You turn your gaze on a swamp troll, letting a jolt of Idon&#039;s Theft engulf your sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Limned in cobalt lightning flash, the simulacrum of a nascent spell pattern is disclosed to your senses. You cloud the swamp troll&#039;s mind with psychic cacophony while you reconfigure the intersections of mana lines, successfully usurping the Arc Light spell!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec&lt;br /&gt;
|offtype=mind&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation, utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Has a number of charges that can be expended to steal a spell from a PC or critter. When stolen, the victim is unable to cast it for a time, and the caster may cast it at minimum mana.&lt;br /&gt;
*Cast at minimum you may steal 2 spells. Cast at maximum you may steal 6 spells.&lt;br /&gt;
*If a spell &amp;quot;defies your intuition and is ruined.&amp;quot; it is a signiature spell that cannot be stolen.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wisdom_(stat)&amp;diff=420818</id>
		<title>Wisdom (stat)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wisdom_(stat)&amp;diff=420818"/>
		<updated>2015-08-20T00:03:41Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Spells and Abilities that Boost Wisdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; represents a character&#039;s worldly knowledge, intuition and personal ability to apply life experience to various situations. Primarily affects will-based spells, strength of spirit, and the rate one learns from one&#039;s experiences.&lt;br /&gt;
&lt;br /&gt;
The {{com|wisdom}} command can be used in-game to display useful information.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
*Increases [[Spirit Health|spirit health]] and therefore the time before [[depart|auto-departing]] after death&lt;br /&gt;
*Used offensively in Mind, Magic and Spirit [[contested spells]]&amp;lt;ref&amp;gt;[[Post:Magic 3.0 Contested Spell Inputs - 8/7/2010 - 19:27:04]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Used defensively in Willpower [[contested spells#Defending from Spells|defenses]].&amp;lt;ref&amp;gt;[[Post:Magic 3.0 Contested Spell Inputs - 8/7/2010 - 19:27:04]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Increases spell damage.&amp;lt;ref&amp;gt;[[Post:3.0 release - 01/18/2013 - 14:50]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Specific:===&lt;br /&gt;
*Used by [[Bard]]s for [[Recall|recalls]]&amp;lt;ref&amp;gt;[[Post:Recall 3.0 - 01/19/2013 - 11:01]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Bard Ability - Evoke - 09/29/2011 - 13:42]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Used by [[Clerics]] to decrease the round time when using a [[Commune]]&lt;br /&gt;
*Used by [[Moon Mages]] to increase prediction power and the chance of a positive prediction&amp;lt;ref&amp;gt;[[Post:Predicting in 3.0 - 01/23/2013 - 20:36]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Predicting in 3.0 - 01/24/2013 - 08:09]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:An overview - 09/02/2012 - 14:02]]&amp;lt;/ref&amp;gt; and increase the random chance of escaping the [[Astral Plane|Grey Expanse]] during [[Astral Travel]].&amp;lt;ref&amp;gt;[[Post:Woah, for real? - 08/13/2011 - 00:27]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Astral Plane Updates - 8/20/2011 - 00:36]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Used by [[Necromancers]] to Increase the number of times [[Spiteful Rebirth]] can be used in a 24 hour period&amp;lt;ref&amp;gt;[[Post:Death and You - 11/21/2009 - 21:44:36]]&amp;lt;/ref&amp;gt; indirectly by increasing [[Spirit Health]]&lt;br /&gt;
&lt;br /&gt;
===Other Uses:===&lt;br /&gt;
*Increases the percentage of field [[experience]] that is transferred into real ranks (uses only base Wisdom)&amp;lt;ref&amp;gt;[[Post:Learning Question - 2/2/2011 - 1:40:28]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:IMPORTANT: The EXP system, Elanthia, and you. - 5/13/2009 - 23:02:07]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:So if you had to do it now... - 1/10/2010 - 11:59:39]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Uh, oh. hiding and stalking - 7/11/2009 - 17:27:32]]&amp;lt;/ref&amp;gt; A player experiment concluded that increasing Wisdom from 30 to 40 improves the rate of absorption by an average of 6.24% for all skills.&lt;br /&gt;
*Improves accuracy when determining the [[time]].&amp;lt;ref&amp;gt;[[Post:Time Verb Updates - 07/23/2012 - 14:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Improves [[Perception skill]]&lt;br /&gt;
*teaching/listening to [[Scholarship skill|classes]] (small linear effect)&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Boost Wisdom==&lt;br /&gt;
*Moon Mage [[Invocation of Energy]] spell&lt;br /&gt;
*Ranger [[Wisdom of the Pack]] spell&lt;br /&gt;
*Cleric [[Glythtide&#039;s Gift]] spell&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Decrease Wisdom==&lt;br /&gt;
*Barbarian [[Berserk Blood]], [[Berserk Stone]], [[Berserk Nightmare]], [[Berserk Flame]], [[Berserk Cyclone]], [[Berserk Steel]], [[Berserk Grave]], [[Berserk Kuniyo]], [[Berserk Everild]] and [[Berserk Trothfang]]&lt;br /&gt;
&lt;br /&gt;
==Training Locations==&lt;br /&gt;
===[[Crossing]]===&lt;br /&gt;
[[File:Wisdom training.jpg|right]]&lt;br /&gt;
;inside [[Asemath Academy]] front gate, go west, go west, go north, go north&lt;br /&gt;
;(can use DIR wisdom)&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname= Asemath Academy, Classroom&lt;br /&gt;
|desc=This large classroom is used at various times for general instruction and the more specialized classes.  Worktables with chairs sit in rows facing a larger table and lectern.  The walls are painted a cheerful powder blue with cream accents  and the tables are painted a soft grey.  In one corner, a group of anatomical skeletons are grouped for comparison.  The students have nicknamed them &amp;quot;The Board of Regents&amp;quot;.  You also see a large sign.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A large sign reads:&amp;lt;br /&amp;gt;&lt;br /&gt;
The Thoughtful Student Gains Wisdom.  The Thoughtless One Gains Only Foolishness.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;You sit down and listen as the instructor patiently explains the ways of thought.  You follow closely, and soon find your mind leaping ahead to points not yet made.  With a flash of insight you announce your training is complete!  Your instructor smiles in agreement.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
;[[Academy, Lecture Hall]], go gate, e&lt;br /&gt;
;(can use DIR wisdom)&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname= Academy, Lecture Hall&lt;br /&gt;
|desc=Cheery, attentive students sit on polished wooden benches gazing up at an instructor jotting notes on a black slate board.  The teacher is animated in his lecturing, and seems truly engrossed in his subject.  Against the back wall is a banner reading &amp;quot;Knowledge is the key to unlocking many doors.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Your instructor steps aside with you and begins to explain the proper ways to question what you observe and hear so you can gain from each experience.  Continuing, he tutors you on ways to store away information in your mind so you may more quickly recall that which you know.  Once he is comfortable he has bestowed all that you can currently absorb, he pats you on the shoulder and says, &amp;quot;That is enough for now.  Go practice what I have taught you and come see me again when you are ready for more.&amp;quot;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
;[[Small House|Ratha, Small House]]&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Ratha, Small House&lt;br /&gt;
|desc=An aging female S&#039;Kra rests in a nest of pillows beside a small fire.  In her scaled hand, she holds a copy of Moliko the Balance&#039;s treatise on justice.  Above the fire, a small portrait of the woman as a young girl gleams in the light.}}&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
;[[Ger Ilerthan|Ger Ilerthan, Isinrel]]&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Ger Ilerthan, Isinrel&lt;br /&gt;
|desc=Scores of books fill the plain shelves lining the walls of the room, many written by Ilerthan herself.  A low table, surrounded by scholars of all races, rests in the center of the room.  A priest of Lemicus dusts the books and shelves.}}&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
;[[Temple of Light|Temple of Light, Dim Alcove]]&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Temple of Light, Dim Alcove&lt;br /&gt;
|desc=A single candle burns steadily on a long wooden table here.  The stone bench pushed up against it looks hard and cold, but a beautiful illuminated book lies open on the table&#039;s surface, beckoning those who seek the wisdom of the gods to sit and study.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You are beckoned over by a priestess, who smiles and sits you down before her.  You listen as she speaks to you about the ways of the gods, great philosophers of the past, and then wraps up her class with a final quote from Moliko the Balance.  You leave the session feeling enriched by what you have learned.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
;[[RanikMap116|Outer Hibarnhvidar, Fortuneteller&#039;s Tent]]&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Outer Hibarnhvidar, Fortuneteller&#039;s Tent&lt;br /&gt;
|desc=Beneath a colorful sign draped along the length of the tent&#039;s roof is a small round table covered in a loud paisley-patterned cloth.  A thick scent of incense permeates the air, and the room is dimly illuminated by a single lantern shielded with red glass.  Seated in the back is an elderly Gor&#039;Tog woman wearing dangly earrings and a folded kerchief on her head.  You also see a tent flap.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A colorful sign reads:&lt;br /&gt;
Madame Galoomba&#039;s Words of Wisdom&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Madame Galoomba gazes at you and says, &amp;quot;Come, let us see what your future holds.&amp;quot;  She takes your hand and peers into her crystal ball, chanting under her breath.  With an enigmatic smile, she gazes into your eyes and intones, &amp;quot;You will have a long life, interrupted by many brief dirt-naps.  You will see many sleeping gerbils.  Someone will attempt to pick your pocket.  A loud person will give you a headache.  You will bring Madame Galoomba many turnips.&amp;quot;  She nods at you, indicating she is finished.  As you turn to go, you feel a bit wiser, although perhaps the main thing you&#039;ve learned is not to expect too many startling revelations from a &#039;Tog in a cheap gypsy outfit.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{Cat|Statistics,Statistic Trainers}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Intelligence_(stat)&amp;diff=420817</id>
		<title>Intelligence (stat)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Intelligence_(stat)&amp;diff=420817"/>
		<updated>2015-08-20T00:02:14Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Spells and Abilities that Boost Intelligence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; is a character&#039;s ability to remember and reason; ingenuity, cleverness and quick thinking.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
*Increases [[Spirit Health|spirit health]] and therefore the time before [[depart|auto-departing]] after death&lt;br /&gt;
*Used offensively in Mind, Magic, Spirit, Charm and Finesse [[contested spells]]&amp;lt;ref&amp;gt;[[Post:Magic 3.0 Contested Spell Inputs - 8/7/2010 - 19:27:04]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Used defensively in Reflex and Willpower [[contested spells#Defending from Spells|defenses]].&amp;lt;ref&amp;gt;[[Post:Magic 3.0 Contested Spell Inputs - 8/7/2010 - 19:27:04]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Increases spell damage&amp;lt;ref&amp;gt;[[Post:3.0 release - 01/18/2013 - 14:50]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:TM Foci - 01/04/2014 - 23:10]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Specific:===&lt;br /&gt;
&lt;br /&gt;
*Used by [[Empaths]] to assist with [[Empath_Healing|Healing]]&amp;lt;ref&amp;gt;[[Post:FoC Feedback - 1/18/2010 - 20:10:04]&amp;lt;/ref&amp;gt; and [[Manipulate ability|Manipulation]] abilities&amp;lt;ref&amp;gt;[[Post:Manipulation Updates - 3/1/2011 - 2:32:59]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Tentative Empath Magic 3.0 Spell List - 2/8/2011 - 23:27:53]]&amp;lt;/ref&amp;gt; indirectly by increasing [[concentration]].&lt;br /&gt;
*Used by [[Moon Mages]] to improve the ability with [[Astral Travel]] indirectly by increasing [[concentration]].&lt;br /&gt;
*Used by [[Necromancers]] to Increase the number of times [[Spiteful Rebirth]] can be used in a 24 hour period&amp;lt;ref&amp;gt;[[Post:Death and You - 11/21/2009 - 21:44:36]]&amp;lt;/ref&amp;gt; indirectly by increasing [[Spirit Health]]&lt;br /&gt;
*Used by [[Thieves]] to increase the duration of [[khri]] &amp;lt;ref&amp;gt;[[Post:OOC_Thief_Meeting_Log_12.14.2008_-_12/14/2008_-_18:46:07]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:First Draft New Ambush/Khri Charts (from thief OOC Meeting) - 06/13/2013 - 14:09]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:3.0 stuff - 10/25/2013 - 13:08]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Khri Effects in Magic 3.0 - 8/9/2010 - 11:15:40]]&amp;lt;/ref&amp;gt;indirectly by increasing [[concentration]].&lt;br /&gt;
*Used by [[Traders]] to improve their [[Speculate command|Speculates]] indirectly by increasing [[concentration]].&lt;br /&gt;
*Used by [[Warrior Mages]] to improve their ability to control [[Familiars]] indirectly by increasing [[concentration]].&lt;br /&gt;
&lt;br /&gt;
===Other Uses:===&lt;br /&gt;
&lt;br /&gt;
*Increases [[concentration]]&amp;lt;ref&amp;gt;[[Post:OOC_Thief_Meeting_Log_12.14.2008_-_12/14/2008_-_18:46:07]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Increases the size of [[experience]] pools (uses only base Intelligence).&amp;lt;ref&amp;gt;[[Post:Learning Question - 2/2/2011 - 1:40:28]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:IMPORTANT: The EXP system, Elanthia, and you. - 5/13/2009 - 23:02:07]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:So if you had to do it now... - 1/10/2010 - 11:59:39]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Uh, oh. hiding and stalking - 7/11/2009 - 17:27:32]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Improves accuracy when determining the [[time]].&amp;lt;ref&amp;gt;[[Post:Time Verb Updates - 07/23/2012 - 14:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*improves the ability to use [[gwethdesuans]] indirectly by increasing [[concentration]].&lt;br /&gt;
*Used in Spell casting indirectly by increasing [[concentration]].&amp;lt;ref&amp;gt;[[Post:Tentative Empath Magic 3.0 Spell List - 2/8/2011 - 23:27:53]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:The Physiology of Spellcasting - 11/20/2009 - 14:54:15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*assists with [[Athletics]]&amp;lt;ref&amp;gt;[[Post:Climbing 3.0 - 10/29/2008 - 20:41:01]]&amp;lt;/ref&amp;gt;  indirectly by increasing [[concentration]].&lt;br /&gt;
*Assists with [[Skinning]] attempts&amp;lt;ref&amp;gt;[[Post:WOTP - 11/21/2009 - 11:13:24]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Assists with [[Perception]] checks&amp;lt;ref&amp;gt;[[Post:Return of the Nerfs - 12/03/2012 - 09:40]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*teaching/listening to [[Scholarship skill|classes]] (linear effect)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Boost Intelligence==&lt;br /&gt;
*Moon Mage [[Invocation of Energy]] spell&lt;br /&gt;
*Empath [[Mental Focus]] spell&lt;br /&gt;
&lt;br /&gt;
==Training Locations==&lt;br /&gt;
===[[Crossing]]===&lt;br /&gt;
;inside [[Asemath Academy]] front gate, go west, go west, go north, go northeast&lt;br /&gt;
;(can use DIR intelligence)&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Asemath Academy, Classroom&lt;br /&gt;
|desc=This classroom is done in tones of golden yellow and a gentle aqua.  Brightly varnished desks and chairs form neat rows facing the instructor&#039;s desk.  A large map of the world is hung from the front wall and a smaller map of some region unknown to you hangs next to it.  You also see a large sign hanging on the wall above the lectern.&amp;lt;br /&amp;gt;&lt;br /&gt;
A large sign reads:&amp;lt;br /&amp;gt;&lt;br /&gt;
The Intelligent Student Gains The World, The Idle Student Gains Only Failure.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The training begins with elementary exercises in logic and rational thought.  Pleased with your progress, she urges you on to more arcane and abstruse forms of knowledge until she is satisfied with your advancement.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
[[RanikMap1|The Crossing, Map 1]]&lt;br /&gt;
&lt;br /&gt;
===[[Riverhaven]]===&lt;br /&gt;
;[[Academy, Lecture Hall]], go gate, s&lt;br /&gt;
;(can use DIR intelligence)&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Academy, Lecture Hall&lt;br /&gt;
|desc=This small room is not designed like the other lecture halls found in this academy.  Here, chairs sit in small groups of three to four, with each cluster having its own professor assigned.  Several discussions are taking place, while some instructors wait for students to join their group.  A large slate board dominates the room and has something written on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;A large slate board reads:&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Intelligence is the ability to see what is there.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The instructor points to a seat for you and begins teaching the processes of logic.  Totally confused, you find yourself asking some questions over and over until you finally begin to grasp their meaning.  In time the instructor turns to you and says, &amp;quot;That&#039;s all we have time for at this point.  We will cover more in our next session.&amp;quot;}}&lt;br /&gt;
[[RanikMap30|Riverhaven, Map 30]]&lt;br /&gt;
&lt;br /&gt;
===[[Ratha]]===&lt;br /&gt;
;[[Jack Tarr&#039;s Rest|Jack Tarr&#039;s Rest, Darkened Corner]], go door, go common room, go corner&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Jack Tarr&#039;s Rest, Darkened Corner&lt;br /&gt;
|desc=A wooden booth dominates this corner of the common room, its surface scarred by hundreds of brawls and warped by spilled ale.  A seedy Halfling sits at the booth, clutching a mug of some dark liquid in his hand.}}&lt;br /&gt;
[[RanikMap90|Ratha 1st Tier, Map 90]]&lt;br /&gt;
&lt;br /&gt;
===[[Aesry Surlaenis&#039;a]]===&lt;br /&gt;
;[Misrel Lemicus&#039;a, Shoan Sulihean]&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Misrel Lemicus&#039;a, Shoan Sulihean&lt;br /&gt;
|desc=In a small alcove beneath the stairs, an Elothean scribe sits behind a large wooden table, staring at a piece of parchment and muttering to himself.  Puzzles of all types lie on the table, as well as several books of riddles.  A large sign hangs on the wall behind him.}}&lt;br /&gt;
[[RanikMap99|Aesry, Map 99]]&lt;br /&gt;
&lt;br /&gt;
===[[Shard]]===&lt;br /&gt;
In Moon Mage Guild&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Moon Mage Guild, Maze Entrance&lt;br /&gt;
|desc=Seated on the floor with his legs crossed is a Gor&#039;Tog wearing a tan buckskin coat and a jaunty green cap with a feather in it.  There is a sparkle in his eye when he glances up as if he&#039;s about to have a bit of fun.  The room is unfurnished except for a small oaken table with a pair of crutches leaning against it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You approach the young woman, who nods and allows you entrance to the maze.  Once inside, you hear a distinctive *click* and turn to see that the portal which you came through has vanished!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You realize as you look about that the whole area is lit by a confusing display of pure white lights, the walls plated with mirrors.  You study the entrances that shoot off in all directions, make some mental calculations, and head off into the labyrinth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Navigating carefully, you take a right...a right...a left...a left...a left...a left...a left...a right...a left...a right...a left...a right...a right...a left....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And emerge through a portal out to where you started!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The initiate smiles at you, and you realize you have gained in knowledge.}}&lt;br /&gt;
[[RanikMap67|Shard, Map 67]]&lt;br /&gt;
&lt;br /&gt;
===[[Hibarnhvidar]]===&lt;br /&gt;
[[RanikMap119|Chedik Bridge (south towers)]], go door&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Chedik Bridge, Engineer&#039;s Tower&lt;br /&gt;
|desc=This cluttered chamber at the bottom of the tower looks more like a classroom than a base of operations for maintenance of a massive stone structure.  There are several benches facing a desk behind which a large dusty slate is bolted to the wall.  A prominent sign is posted to one side of the slate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A prominent sign reads:&lt;br /&gt;
To Build Great Things Requires Not Merely Brawn But Also Intellect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A bespectacled Dwarf of middling years strides in and says, &amp;quot;All right then, you must understand that building a bridge requires more than simply piling up big stones.  You must pay careful attention to the stresses involved, like so...&amp;quot;  Grabbing a piece of chalk, he proceeds to cover the slate in intricate diagrams and equations, occasionally stopping to stress certain details.  He continues, pausing at points to pose questions to see whether you are following.  Finally, the lecture draws to a close.  You consider what you&#039;ve learned, and although you&#039;re not at all sure that you could engineer a major bridge, you have indeed gained some insights.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{cat|Statistics,Statistic Trainers}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=418424</id>
		<title>Mountain giant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=418424"/>
		<updated>2015-08-06T14:10:07Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Mountain Giant&lt;br /&gt;
|MinCap=325&lt;br /&gt;
|MaxCap=550&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Raven&#039;s Point&lt;br /&gt;
|MapList=*{{rmap|125|Himineldar Shel area (125)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The giant is as tall as the mountains it was named for, with legs the size of large trees and arms resembling slightly smaller ones.  A thick layer of rock-strewn moss dangles from its shoulders and back, held securely by the root structure of the numerous juvenile saplings winding around its stone grey flesh.  Thick verdant hair, littered with shards of bone and discarded food, falls in coarse layers from its head and narrow jaw, frame the sunken features of its craggy visage.  Sunken red eyes, though showing little intelligence, reveal unrestrained hostility towards anything that may be considered food, no matter the size! &lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Can throw a {{cloot|w|large boulder}}.&lt;br /&gt;
&lt;br /&gt;
Still locking defenses at ~600 ranks.&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* some {{cloot|i|makeshift patchwork boots}}&lt;br /&gt;
* some {{cloot|i|tattered patchwork pants}}&lt;br /&gt;
* an {{cloot|i|enormous patchwork pouch}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=418423</id>
		<title>Mountain giant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mountain_giant&amp;diff=418423"/>
		<updated>2015-08-06T14:09:08Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Mountain Giant&lt;br /&gt;
|MinCap=&amp;gt;325&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Raven&#039;s Point&lt;br /&gt;
|MapList=*{{rmap|125|Himineldar Shel area (125)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The giant is as tall as the mountains it was named for, with legs the size of large trees and arms resembling slightly smaller ones.  A thick layer of rock-strewn moss dangles from its shoulders and back, held securely by the root structure of the numerous juvenile saplings winding around its stone grey flesh.  Thick verdant hair, littered with shards of bone and discarded food, falls in coarse layers from its head and narrow jaw, frame the sunken features of its craggy visage.  Sunken red eyes, though showing little intelligence, reveal unrestrained hostility towards anything that may be considered food, no matter the size! &lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Can throw a {{cloot|w|large boulder}}.&lt;br /&gt;
&lt;br /&gt;
Still locking defenses at ~600 ranks.&lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
* some {{cloot|i|makeshift patchwork boots}}&lt;br /&gt;
* some {{cloot|i|tattered patchwork pants}}&lt;br /&gt;
* an {{cloot|i|enormous patchwork pouch}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Mountain_giant&amp;diff=418422</id>
		<title>Talk:Mountain giant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Mountain_giant&amp;diff=418422"/>
		<updated>2015-08-06T14:07:43Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: Created page with &amp;quot;You are certain that the mountain giant is healthy. You are certain that the mountain giant is somewhat fatigued. You are certain that it is quite a bit stronger than you are....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are certain that the mountain giant is healthy.&lt;br /&gt;
You are certain that the mountain giant is somewhat fatigued.&lt;br /&gt;
You are certain that it is quite a bit stronger than you are.&lt;br /&gt;
You are certain that it is significantly less agile than you are.&lt;br /&gt;
You are certain that it is definitely less disciplined than you are.&lt;br /&gt;
You are certain that it is quite a bit less quick to react than you are.&lt;br /&gt;
You are certain that it is somewhat less conditioned than you are.&lt;br /&gt;
Taking stock of its offensive abilities, and defending with a gargoyle-hide targe, you are certain that the mountain giant is definitely less skilled.&lt;br /&gt;
Taking stock of its defensive abilities, and attacking with your fists, you are certain that the mountain giant is a very difficult opponent.&lt;br /&gt;
If you brawled with the enemy, you are certain that it would train exceptionally well, but you probably won&#039;t be landing many blows.&lt;br /&gt;
If you defended by parrying attacks, you are certain that the enemy would train very poorly.&lt;br /&gt;
If you defended by evading attacks, you are certain that the enemy would train very poorly.&lt;br /&gt;
If you defended by blocking attacks, you are certain that the enemy would train very poorly.&lt;br /&gt;
If you attempted to beguile the enemy with tactics, you are certain that it would train somewhat poorly.&lt;br /&gt;
If you targeted and cast a spell at the enemy, you are certain that it would train very poorly.&lt;br /&gt;
If you attempted to debilitate the enemy, you are certain that it would train somewhat poorly.&lt;br /&gt;
--[[User:JHALIASCLERIC|JHALIASCLERIC]] ([[User talk:JHALIASCLERIC|talk]]) 09:07, 6 August 2015 (CDT)&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=416094</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=416094"/>
		<updated>2015-07-13T13:02:15Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Ideological Camps */&lt;/p&gt;
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&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
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==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
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Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
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===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more.  They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character, remembering that Lyras is still fresh in the minds of everyone, and was most certainly not a &#039;good guy&#039;.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of permadeath as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand, they will know you are not one of them. This can be avoided by setting [[Rangers]] to COLD using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
&lt;br /&gt;
The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
&lt;br /&gt;
Additionally, Necromancers have access to the game&#039;s only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
&lt;br /&gt;
The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
&lt;br /&gt;
You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
&lt;br /&gt;
You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is roleplaying a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&lt;br /&gt;
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If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=416093</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=416093"/>
		<updated>2015-07-13T13:01:41Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Ideological Camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
&#039;&#039;*Edited by Artilius* 6/13/2015. Needs further editing*&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should, at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively are on the wrong side of history. There are no &#039;good&#039; Necromancers as far as society is concerned; indeed, the entire guild&#039;s MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
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In short, the character you are playing is not a pristine, shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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It is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
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==== Ideological Camps ====&lt;br /&gt;
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Every PC at least begins their road to damnation as a Philosopher of the Knife, though most Necromancers in the game&#039;s lore and history are not Philosophers and an individual PC may drift from the Philosophy after their initiation. The Philosophers also describe three ideological camps, though they are not strictly speaking mutually exclusive. These camps have no meaning to those outside the Philosophers.&lt;br /&gt;
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The [[Philosophers of the Knife]] are a relatively nascent cult of scientists and scholars who believe the use of necromancy is morally justified in pursuit of the Great Work. They describe life and nature as rigged games and have chosen to accept acts of evil as a temporary, necessary measure on their quest to free men from the tyranny of the Immortals and the suffering inherent to the world they&#039;ve built. The main distinguishing factor between a Philosopher and any other Necromancer, at least in their minds, is the existence of a moral dimension to their actions. All PCs begin as Philosophers.&lt;br /&gt;
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The [[Perverse]] are an incredibly diverse group and is a term used by Philosophers to describe more or less everyone who isn&#039;t a Philosopher, as well as being the mental image your average person strikes up when asked what a Necromancer is. In general, the Perverse are those who grasp at necromancy for power, pleasure, or profit, or otherwise reject any moral dimension to necromancy. These are the power-mad cultists, demon worshippers, and those who march their undead on cities to kill the innocent for fun. Mechanically, Perversion refers mainly to the state of your Social Outrage; it is possible, for example, to be both Redeemed and Perverse.&lt;br /&gt;
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The [[Redeemed]] are those who have realized the error of their ways and turned their backs on the Great Work and the powers of Animation and Transcendental Magic in order to seek the forgiveness and grace of the Immortals once more.  They are still and forever Necromancers however, and the scars in their soul never fully heal nor do the Immortals hesitate to strike them down again for backsliding. Though they are the closest thing to &amp;quot;good guy Necromancers&amp;quot; that exist, neither society nor the Temple recognize the state of Redemption, seeing it as a manipulative ploy. The other ideological camps regard them as weak hypocrites or with outright fear, as many Redeemed turn on their former brethren and become efficient and terrifying hunters.&lt;br /&gt;
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It goes without saying that due to the diverse nature of these ideologies, that there&#039;s a fair amount of propaganda and slander wrapped in the IG lore about them. The Perverse of course do not think of themselves as power-mad cultists. Figuring out what you do and don&#039;t believe is a good thing to consider with your character.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately, you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter. [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this ties you to creatures that drop boxes. [[Thievery_skill|Thievery]] is a risky choice as you will generally want to avoid towns, but has the benefit of enabling you to steal basic goods to get by.&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell, if cast in town, will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. It is recommended you train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, so some Necromancers choose to train many weapons and all armors. This is a fine project, but will require you to spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancer&#039;s attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they have the potential to interact with and enter several distinct states of being. A Necromancer begins as &#039;&#039;Unsullied&#039;&#039;, meaning they have not yet defiled themselves with Animation magics nor are they so corrupt the gods abandon them. A Necromancer who is Unsullied may have favors, though their baseline Divine Outrage will eventually be too high to gain more of them. However, even a Necromancer with zero favors and no ability to gain more will continue to remain Unsullied until they willfully enter a different state of being.&lt;br /&gt;
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The next step for most Necromancers is becoming &#039;&#039;Forsaken&#039;&#039;. The first time you cast Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you and you they will show their indifference and disappointment in you by smiting you dead and stripping you of any remaining favors you have accumulated. While the Necromancer can mostly choose when this occurs, there is a baseline level of Divine Outrage beyond which you will automatically become Forsaken. However, this happens at a very high circle.&lt;br /&gt;
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Redemption represents another state of being. In this state, you are purified of your past sins and the Immortals have given you a second chance. Your Divine Outrage is wiped out and you are once again able to gain favors the same as any other adventurer at the cost of never being able to use another Animation or Transcendental Necromancy spell or most thanatological rituals. This state may have other oddities and benefits that are not known at this time, as the quest for Redemption does not presently exist in the game.&lt;br /&gt;
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Lichdom is an advanced state of being, achievable by only the most powerful Necromancers. In this state, you are a self-created, self-powered undead being that has sacrificed their soul for incredible power. They will possess immunity against magic that affects the soul (being as they no longer have one) and will possess the most powerful self-resurrection and healing ability. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&lt;br /&gt;
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Finally, Transcendence represents a sublime and possibly mythic state and is the final goal of the Philosophers. The exact nature of this state is not known, but involves the transformation of the self into an immortal being that is capable of resisting the powers of both gods and demons. This state may have other oddities and benefits that are not known at this time, as it does not presently exist in the game.&lt;br /&gt;
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The states of Lichdom, Transcendence, and Redemption are all mutually exclusive.&lt;br /&gt;
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Note: Mechanically, Necromancer characters are in no more danger of permadeath as any other PC regardless of their state of being or number of favors, but not having favors makes death potentially more detrimental as dying with no favors imparts the greatest Deaths Sting and forces you to leave a grave behind.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are can learn Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting a necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast, so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are masquerading as. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
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Unfortunately, as your [[Divine Outrage]] increases you will lose the ability to mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you, but this can be avoided by setting your [[Demeanor_command|demeanor]] to &#039;reserved&#039; for [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few other ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand, they will know you are not one of them. This can be avoided by setting [[Rangers]] to COLD using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning use of a [[bow]] and becoming adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First, the tools available to us include the ability to heal our own wounds by magically consuming the bodies of our recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the game&#039;s only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth. Since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but they will not be your strongest tools. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
&lt;br /&gt;
You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You also want to obtain spells that teach all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
&lt;br /&gt;
You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Consequently, you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately, you will need about 60 ranks of [[Arcana]] before you can learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals. For example, having [[Consume Flesh]] at 15th, to allow self healing or getting [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore, you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
Generally speaking, you are signing yourself up for conflict when you become a Necromancer, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you and potentially escalate it to physical violence. If someone is roleplaying a confrontation and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
That said, by and large Necromancers operate under normal consent policy, however in general the burden of proof is going to be higher due to the nature of the guild and to reflect this you may never be set lower than PvP Guarded. Additionally, there are multiple ways to be locked into Open PvP status as a Necromancer, primarily by being successfully accused while in town. If you are locked Open, then normal Open rules may apply, and anyone may attack you for any reason. Short of instances of genuine harassment, you do not have any OOC recourse if this happens and this is by design.&lt;br /&gt;
&lt;br /&gt;
If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit.&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dark-scale_leather&amp;diff=415430</id>
		<title>Dark-scale leather</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dark-scale_leather&amp;diff=415430"/>
		<updated>2015-07-06T13:17:14Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The scaled hide of a [[Merrows|Dark Merrows]].&lt;br /&gt;
&lt;br /&gt;
==Crafting Properties==&lt;br /&gt;
{{CraftProp|t=l|40|50|50|40|80|3.3|4|Dark Merrows||r=c}}&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
{{MSearch|dark merrows hide,dark scale hide}}&lt;br /&gt;
{{Cat|Creature parts,Materials,Hides,Merrows hides}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412710</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412710"/>
		<updated>2015-06-11T13:33:11Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Avoiding Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of the Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guilds MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
&lt;br /&gt;
In short, the character you are playing is not a pristine shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
&lt;br /&gt;
I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter and [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this will tie you creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
&lt;br /&gt;
More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
&lt;br /&gt;
====[[Magic|Magic Skills]]====&lt;br /&gt;
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
&lt;br /&gt;
Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice, both because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. You will do well to train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, and as such, some Necromancers choose to train many weapons and all armors. This is a fine project, though will probably require you spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancers attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding further to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
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The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are able to learn to use an Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn a lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting an necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are pretending you are. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
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Unfortunately as your [[Divine Outrage]] increases your will lose the ability to  mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you. although this can be avoided by setting your [[Demeanor_command|demeanor]] to reserved to [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. Casting [[Rite of Contrition]] will hide your mana type and (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few others ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific tells that may be used against you. For example, [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand, they will know you are not one of them. This can be avoided by setting [[Rangers]] to COLD using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], perhaps you should occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning to use a [[bow]] and become adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in corpse bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First amongst the tools available to us include the ability to heal our own wounds by magically consuming the bodies of their recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the games only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth, and since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but will not be your strongest tool. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You will also want to obtain spells that allow you to learn all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it you cannot cast this spell repeatedly. Consequently you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately you will need about 50 ranks of [[Arcana]] before you will be able to learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals, for example, having [[Consume Flesh]] at 15th, to allow self healing or to get [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412709</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412709"/>
		<updated>2015-06-11T13:30:14Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Avoiding Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
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Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of the Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guilds MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
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In short, the character you are playing is not a pristine shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter and [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this will tie you creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
&lt;br /&gt;
Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
&lt;br /&gt;
=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
&lt;br /&gt;
Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
&lt;br /&gt;
=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice, both because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
&lt;br /&gt;
====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. You will do well to train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
&lt;br /&gt;
Being weapon and armor tertiary, these skills will lock and stay locked easily, and as such, some Necromancers choose to train many weapons and all armors. This is a fine project, though will probably require you spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
&lt;br /&gt;
===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancers attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
&lt;br /&gt;
[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding further to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
&lt;br /&gt;
The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
&lt;br /&gt;
While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
&lt;br /&gt;
====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are able to learn to use an Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn a lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
&lt;br /&gt;
There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting an necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are pretending you are. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). &lt;br /&gt;
&lt;br /&gt;
Unfortunately as your [[Divine Outrage]] increases your will lose the ability to  mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you. although this can be avoided by setting your [[Demeanor_command|demeanor]] to reserved to [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. As you will be unaware of how many [[favors]] you appear to have it is strongly advised that you avoid discussions of this topic Casting [[Rite of Contrition]] will rehide your mana type and (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
&lt;br /&gt;
There are a few others ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific styles that may be used against you. [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand and you are pretending to be a [[Ranger]] your deception will be exposed. This can be avoided by setting Rangers to cold using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], consider perhaps you could occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning to use a [[bow]] and become adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in corpse bones and black eyeliner.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
First amongst the tools available to us include the ability to heal our own wounds by magically consuming the bodies of their recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
&lt;br /&gt;
The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
&lt;br /&gt;
Additionally, Necromancers have access to the games only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth, and since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
&lt;br /&gt;
The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but will not be your strongest tool. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
&lt;br /&gt;
You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You will also want to obtain spells that allow you to learn all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
&lt;br /&gt;
You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it you cannot cast this spell repeatedly. Consequently you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately you will need about 50 ranks of [[Arcana]] before you will be able to learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals, for example, having [[Consume Flesh]] at 15th, to allow self healing or to get [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
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Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
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Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
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If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
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Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
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{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412708</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412708"/>
		<updated>2015-06-11T13:23:28Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Consent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
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====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
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Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
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====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of the Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
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The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
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====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
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===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
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One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guilds MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
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In short, the character you are playing is not a pristine shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
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===Training your Necromancer===&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter and [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this will tie you creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
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====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
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Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
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More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
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Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
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=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
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Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
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=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice, both because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. You will do well to train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, and as such, some Necromancers choose to train many weapons and all armors. This is a fine project, though will probably require you spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancers attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding further to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
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The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are able to learn to use an Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn a lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting an necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are pretending you are. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). To that end, many Necromancers choose to learn spells from guilds other than the one their are pretending to be to avoid this problem.&lt;br /&gt;
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Unfortunately as your [[Divine Outrage]] increases your will lose the ability to  mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you. although this can be avoided by setting your [[Demeanor_command|demeanor]] to reserved to [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. As you will be unaware of how many [[favors]] you appear to have it is strongly advised that you avoid discussions of this topic Casting [[Rite of Contrition]] will rehide your mana type and (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few others ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific styles that may be used against you. [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand and you are pretending to be a [[Ranger]] your deception will be exposed. This can be avoided by setting Rangers to cold using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], consider perhaps you could occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning to use a [[bow]] and become adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in corpse bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First amongst the tools available to us include the ability to heal our own wounds by magically consuming the bodies of their recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the games only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth, and since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but will not be your strongest tool. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
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====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You will also want to obtain spells that allow you to learn all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
&lt;br /&gt;
You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it you cannot cast this spell repeatedly. Consequently you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately you will need about 50 ranks of [[Arcana]] before you will be able to learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals, for example, having [[Consume Flesh]] at 15th, to allow self healing or to get [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
Sitting in a crowded hunting area with a bunch of Transcendental spells on you is a good way to invite conflict. Be smart with your exposure.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412707</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412707"/>
		<updated>2015-06-11T13:19:49Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Avoiding Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
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{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of the Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guilds MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
&lt;br /&gt;
In short, the character you are playing is not a pristine shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
&lt;br /&gt;
I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter and [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this will tie you creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
&lt;br /&gt;
More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
&lt;br /&gt;
====[[Magic|Magic Skills]]====&lt;br /&gt;
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
&lt;br /&gt;
Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
&lt;br /&gt;
Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
&lt;br /&gt;
We&#039;ll talk about specific magic spells later. &lt;br /&gt;
&lt;br /&gt;
=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
&lt;br /&gt;
Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
&lt;br /&gt;
=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice, both because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
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====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. You will do well to train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
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Being weapon and armor tertiary, these skills will lock and stay locked easily, and as such, some Necromancers choose to train many weapons and all armors. This is a fine project, though will probably require you spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
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===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancers attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
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[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding further to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
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One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
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The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
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===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
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While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
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====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are able to learn to use an Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn a lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
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There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting an necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are pretending you are. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). To that end, many Necromancers choose to learn spells from guilds other than the one their are pretending to be to avoid this problem.&lt;br /&gt;
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Unfortunately as your [[Divine Outrage]] increases your will lose the ability to  mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you. although this can be avoided by setting your [[Demeanor_command|demeanor]] to reserved to [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. As you will be unaware of how many [[favors]] you appear to have it is strongly advised that you avoid discussions of this topic Casting [[Rite of Contrition]] will rehide your mana type and (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
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There are a few others ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific styles that may be used against you. [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand and you are pretending to be a [[Ranger]] your deception will be exposed. This can be avoided by setting Rangers to cold using the [[Demeanor_command|demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], consider perhaps you could occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning to use a [[bow]] and become adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in corpse bones and black eyeliner.&lt;br /&gt;
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===Signature Guild Abilities===&lt;br /&gt;
First amongst the tools available to us include the ability to heal our own wounds by magically consuming the bodies of their recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
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The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
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Additionally, Necromancers have access to the games only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth, and since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
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The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
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===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but will not be your strongest tool. &lt;br /&gt;
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Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
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You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You will also want to obtain spells that allow you to learn all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
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[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
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You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it you cannot cast this spell repeatedly. Consequently you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately you will need about 50 ranks of [[Arcana]] before you will be able to learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
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It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals, for example, having [[Consume Flesh]] at 15th, to allow self healing or to get [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
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Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
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====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
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Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
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=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
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&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
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- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
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Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
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More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
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=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
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[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
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====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
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You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
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As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412706</id>
		<title>Necromancer new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer_new_player_guide&amp;diff=412706"/>
		<updated>2015-06-11T13:19:13Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Avoiding Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Necromancer specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide is subject to all the standard rules involving Necromancers, including restrictions on naming secret NPCs, locations and entry methods for any guild, and generally anything spoiler. See [[Elanthipedia:Necromancer Policy|Necromancer Policy]] for more details.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
====First Things First====&lt;br /&gt;
Before we get started, something needs to be emphasized. The Necromancer guild is an &#039;&#039;&#039;advanced option&#039;&#039;&#039;. It is quite possible that you will die a lot, due to circumstances outside your control. It is possible that in the process of these deaths occurring you will lose &#039;&#039;&#039;all of your gear&#039;&#039;&#039;, and be barred from using basic town services like depositing your coin, selling your loot, or getting gear from storage. This is truthfully, honestly, part of the package. It is highly recommended that you not play a Necromancer as your first character in DragonRealms. Maybe not even your second. This guide assumes you&#039;ve read the [[General Newbie Help Guide|Newbie Guide]], and indeed, the guild itself presumes a certain level of understanding of the mechanics of the game and the layout of the land. This isn&#039;t meant to dissuade you, but it is meant to warn you.&lt;br /&gt;
&lt;br /&gt;
Necromancers can only be set to PvP Guarded, which means under the majority of circumstances, you cannot hope for GM intervention in a conflict.&lt;br /&gt;
&lt;br /&gt;
====So You Still Want to be a Necromancer?====&lt;br /&gt;
Congratulations, you&#039;ve decided you want to be part of the Elanthia&#039;s most unforgiving guild! Maybe you&#039;re a glutton for punishment, maybe you harbor delusions of grandeur, maybe you just never grew out of Hot Topic. Whatever your reasons for joining the guild, the first order of business is getting you squared away with the lore behind it, as while it would be adorable to have a bunch of fledgling Necromancers running around the Crossing, cackling behind broken teeth, in flowing black capes, while twisting their oiled mustachios, perhaps while trying to tie some hapless victim to carriage tracks or telling Mr. Bond that they simply expect him to die, the guild does not condone such childish foolishness, and you will be at best simply offered to the Hounds of Rutilor to be made an example of. That hapless victim will probably kill you first though, so wise up.&lt;br /&gt;
&lt;br /&gt;
The guild has loftier ambitions. To be brief, the guild is interested in liberating mortals from the yoke of mortality, an inequality held by the Immortals. To this end, Necromancers study the recently living (but now dead) to train Thanatology, which is a general method for The Great Work of Transcendence, of Immortality. However, the road is fraught with peril, naturally. Necromancers are, to put it mildly, wrong. The goal of seeking the Transcendence via hacking up the dead, via pursuing Arcane magic, it&#039;s all a doomed enterprise.&lt;br /&gt;
&lt;br /&gt;
====Becoming a Necromancer====&lt;br /&gt;
Joining the Guild is a secret, so you may have to ask around. This is one reason the guild is considered an advanced option. &lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Necromancer ===&lt;br /&gt;
As with all things RP, this is mostly up to the player, but it&#039;s also important to recognize that there is an extant body of lore that exists within the framework of the game, and you are not actually free to do anything you want. Necromancers are possibly the most disputed guild in the realms, so you should at a minimum, pay attention to the speeches the guild leaders provide when you join and read the information presented in the Necromancer section of this wiki.&lt;br /&gt;
&lt;br /&gt;
One thing to remember is that while your character may think they are going to save the world, it&#039;s important to recognize that they effectively on the wrong side of history. There are no &#039;good&#039; Necromancers; indeed, the entire guilds MO is an exercise in compromising your characters morality. Think about the sort of psychopathies required to believe that torturing innocents so long as it benefits you, or benefits others, is justified. Think about how that sort of individual would blend in, or perhaps, how they wouldn&#039;t. Think about what could motivate that sort of person to arrive at a point where their own goals are more important than the lives of others. To use a bit of pop culture; remember, what made Hannibal Lecter and Norman Bates so terrifying was not that they were capable of unspeakably monstrous acts, but that they could hide in plain sight and no one would be the wiser.&lt;br /&gt;
&lt;br /&gt;
In short, the character you are playing is not a pristine shining example of someone who you&#039;d probably want to spend much time with. Many people undertake the &#039;hiding in plain sight&#039; strategy, while others embrace the chaotic, twisted magics and stir trouble wherever they go. At the very least, your character should have a chip on their shoulder. &lt;br /&gt;
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I also feel it is important to mention that your Necromancer is not an atheist. The guild, as much as even Clerics, has had direct interaction with the Immortals, and is keenly aware of their existence. All Necromancers are at least a little crazy, but no Necromancers should deny the existence of the Immortals.&lt;br /&gt;
&lt;br /&gt;
===Training your Necromancer===&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Necromancers are survivalists and, as a [[survival]] prime, much of your training will be centered around these skills, though you will by no means want to neglect [[weapons]], [[armor]], [[magic]] or [[lore]]. Ultimately you will need to train seven [[survival]] skills in order to advance in the guild. Since there are nine [[survival]] skills that can meet this requirement, you will only be able to avoid training two of those skills. [[Stealth]] and [[Evasion]] are both essential to and will likely be your bread and butter and [[Skinning]] and [[First Aid]] are easily trained in combat when you use [[Necromantic_Rituals|rituals]]. The latter is important in your ability to tend [[wounds|bleeding wounds]] although its&#039; utility does drop off at moderate skill levels. [[Perception]] is easily trained in combat using the [[hunt command]] but can be trained by [[collect_command|collecting piles]], which will also train [[outdoorsmanship]] and enhance your ability to collect raw materials for many [[crafting|crafts]]. [[Athletics]] will assist your mobility and it is probably best not to neglect this skill. You may want to train [[Locksmithing]], though this will tie you creatures that drop boxes. [[Thievery_skill|Thievery]] is probably a poor choice, as you will generally want to avoid towns and being caught stealing will increase your [[outrage#social_outrage|Social Outrage]].&lt;br /&gt;
&lt;br /&gt;
====[[Thanatology|Training Thanatology]]====&lt;br /&gt;
When you first start, the only ritual you know is [[Necromantic_Rituals#Preserve_(1st Circle)|PERFORM PRESERVE]]. This will train [[Thanatology]] and [[First Aid]], albeit slowly. It will only train if the creature presents a challenge.  [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]], which you will learn which at second circle, will teach [[Thanatology]], [[First Aid]] and [[Skinning]] and provides slightly more experience. Using it, however, prevents you from [[Skinning]] the corpse, but it can be used even on creatures that are not normally skinnable. These two rituals [[Necromantic_Rituals|Rituals]] train Thanatology slowly but steadily. [[Necromantic_Rituals#Arise_(20th Circle)|PERFORM ARISE]] is available at 20th circle and, aside from being required to create a [[Call_From_Beyond|Zombie]], is an excellent [[Thanatology]] trainer. Like [[Necromantic_Rituals#Harvest_(2nd Circle))|PERFORM HARVEST]] you will be unable to skin creatures after performing this ritual. If you choose to learn [[Butcher&#039;s Eye]], which will boost [[Skinning]] and [[Thanatology]], you will be able to train on more difficult creatures, assuming you can kill them.&lt;br /&gt;
&lt;br /&gt;
Be aware that [[Necromantic_Rituals#Preserve_(1st Circle)|PRESERVE]] and [[Necromantic_Rituals#Arise_(20th Circle)|ARISE]] do not appear suspicious to observers, but [[Necromantic_Rituals#Harvest_(2nd Circle))|HARVEST]]  will produce a chunk of material, which will immediately alert anyone to the fact that you are a Necromancer doing horrible things to a corpse. &lt;br /&gt;
&lt;br /&gt;
More information on rituals can be found at [[Necromantic Rituals]].&lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
Being Magic secondary, your spells will be a greater asset to you than your weapons and armor. Necromancer spells are potent, though often come with limitations or draw backs. It is important to know which spells will out you as a Necromancer and which spells can be cast in town.&lt;br /&gt;
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Any Transcendental spell if cast in town will alert the authorities. Additionally, they will all change your appearance, so anyone looking at you will know you are a Necromancer. [[Calcified Hide]] and [[Worm&#039;s Mist]] will even alert anyone in the room, so they won&#039;t even have to look at you. Any offensive spell, TM or Debilitation, will also alert the authorities. &lt;br /&gt;
&lt;br /&gt;
Spells you can cast in town are [[Rite of Contrition]], [[Obfuscation]], [[Researcher&#039;s Insight]] (though it will be obvious to other players that you are casting it), and [[Eyes of the Blind]].&lt;br /&gt;
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We&#039;ll talk about specific magic spells later. &lt;br /&gt;
&lt;br /&gt;
=====Transcendental Magic=====&lt;br /&gt;
Spells from this spellbook are somewhat unique as far as most of the games spells are concerned. They represent the direct application of the Great Work to your body in the form of surges of Arcane magic, and physically alter you. They are fairly potent buffs, that last a fair while, though unlike most spells, you cannot RELEASE them. Instead, [[Rite of Contrition]] will check for Transcendental spells every time it pulses, and if it finds any, it will remove them. This is an important note, for ALL Transcendental magics are highly visible, and all are signature spells. All Transcendental spells cause some Divine Outrage, though there is a grace period timer of about 5 minutes to allow you to cast multiple spells in quick succession. &lt;br /&gt;
&lt;br /&gt;
Do not use Transcendental spells to train your magic skills, as this will cause your Divine Outrage to skyrocket, and probably result in your death!&lt;br /&gt;
&lt;br /&gt;
=====Animation Magic=====&lt;br /&gt;
Spells from this spellbook are aimed at creating or aiding summoned creatures. They all cause Divine Outrage, [[Call from Beyond]] generates the most Divine Outrage. One thing to note about these spells is that there is nothing about the Mudman created by [[Quicken the Earth]], and nothing about the zombie created from [[Call from Beyond]] that indicates you are the caster, though if your pets kill a PC, the PC will have consent on you, and may hunt you down and kill you. Make sure you read up on the rules of conflict before making any assumptions about what you can or cannot do with your pets.&lt;br /&gt;
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These spells also accrue divine outrage, and are not meant to be used as magic skill trainers, so do not repeatedly cast them!&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being [[Lore]] secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. [[Appraisal]] can be quite useful in both assessing foes and recognizing the value and attributes of items. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Alchemy]] is a good choice, both because it&#039;ll give you access to healing remedies, as well as poisons once they&#039;re released. Furthermore, we have a spell to buff our ability in Alchemy, [[Researcher&#039;s Insight]]. [[Outfitting]] will allow you to craft your own [[Light_Armor#cloth_armor|cloth armor]], [[Light_Armor#leather_armor|leather armor]] and containers in addition to repairing such armors, while [[engineering]] will enable you to create [[Light_Armor#bone_armor|bone armor]] and improvised [[weapons]]. [[Forging]] will enable you to both forge and repair metal [[weapons]] and tools. As a pariah the ability to be independent of other adventurers is a great advantage, especially if you need to replace lost equipment.&lt;br /&gt;
&lt;br /&gt;
====[[Weapons]] and [[Armor]] Skills====&lt;br /&gt;
You will need to train, at the very minimum, [[small Edged]] weapons in order to advance in the Necromancer Guild. You will do well to train at least one ranged weapon. Many will choose an aimable weapon like a [[bow]] or [[crossbow]] and a [[light thrown]] weapon. The latter is a very useful skill as many [[Light Thrown]] weapons will double as [[small Edged]] weapons. After that training a [[small blunt]], [[large blunt]] or [[large edged]] weapon will expand your repertoire. As Necromancers are heavily dependent on [[Stealth]] and [[Evasion]], most choose to focus on [[Light_Armor|Light Armors]] as these tend to penalize their [[survival]] skills less that heavier armors. Some will swap out a few pieces of [[chain armor]], [[brigandine armor]] or even [[plate armor]] when they are not focusing on [[stealth|stealthy]] activities.&lt;br /&gt;
&lt;br /&gt;
Being weapon and armor tertiary, these skills will lock and stay locked easily, and as such, some Necromancers choose to train many weapons and all armors. This is a fine project, though will probably require you spend time away from training your more productive skills, like Stealth, Evasion, and TM and Debilitation. There&#039;s nothing wrong with training a large number of weapons and armors, but keep in mind that they will never be your strong suit, and given the difference in training rates, will never keep up with the skills that Necromancers are better at.&lt;br /&gt;
&lt;br /&gt;
===Divine and Social Outrage===&lt;br /&gt;
The[[ Immortals]] enjoy their monopoly on Immortality and Life Creation so much that a Necromancers attempts at imitation cause [[Outrage]]. This [[Outrage#Divine_Outrage|Divine Outrage]] builds as a Necromancer casts Transcendental or Animation spells. If it reaches a sufficiently high level, the [[Immortals]] will take action and smite down the Necromancer. Additionally, as a Necromancer circles, the base minimum of their  [[Outrage#Divine_Outrage|Divine Outrage]] will increase. At a certain level of [[Outrage#Divine_Outrage|Divine Outrage]], the Necromancer will be unable to be resurrected by a [[Cleric]], or healed by an [[Empath]]. Additionally, if a [[Moon Mage]] perceives them, the Necromancers affiliation with [[Mana#Necromantic_Mana|Necromantic Mana]] will be apparent. Some other guilds can also accrue [[Outrage#Divine_Outrage|Divine Outrage]], though it takes a bit more effort. As your [[Outrage#Divine_Outrage|Divine Outrage]] accumulates, you will eventually become an evil being, capable of being severely negatively impacted by Holy Magic. [[Harm Evil]] is an example of a Holy spell that is specifically tailored to combat evil or undead beings. &lt;br /&gt;
&lt;br /&gt;
[[Outrage#Social_Outrage|Social Outrage]]  is a measure of how uneasy the local towns folk and authorities are. It tends to be somewhat binary; either the townsfolk don&#039;t care about you, or you&#039;re on the most wanted list. When you&#039;ve been arrested, any interactions with shops, banks, gemshops, tanneries, or gear repair may result in the proprietor calling the authorities and having you rearrested, adding further to your [[Outrage#Social_Outrage|Social Outrage]]. This is known as a Social Outrage Spiral, and can sometimes require multiple weeks or months of passively letting your [[Outrage#Social_Outrage|Social Outrage]] to drain. Finally, gwething while you have Social Outrage will add a percentage of your current Social Outrage onto what you already have and can significantly extend the time it takes you to reach acceptable levels if your Social Outrage is high. While not in justice zones, Social Outrage drains up to two and a half hours worth a day.&lt;br /&gt;
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Additionally, the longer you are in town, the more Suspicion your character will passively accrue. Suspicion acts as a bonus to attempts to accuse you to the guards. This is not the same as Social Outrage and works on a separate timer, and has no effect on your character outside of attempts to accuse them of necromancy by other PCs. Unlike Social Outrage, there is no cap to how much Suspicion you may drain off in a day. This is done simply by leaving a justice area and waiting.&lt;br /&gt;
&lt;br /&gt;
One tool to indirectly mitigate [[Outrage#Social_Outrage|Social Outrage]] is the spell [[Rite of Contrition]], which will slow the passive accrual of your Suspicion while you are in towns and therefore make it harder for you to be accused. There are also other tools for mitigating Social Outrage that are secret.&lt;br /&gt;
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===States of Being===&lt;br /&gt;
As the Necromancer progresses, they will undergo a few stages of advancement. The first stage is Forsaken. The first time you cast either Spiteful Rebirth or Call from Beyond will be a strike against you by the Immortals. The second time you cast either of those spells will be all the reason they need to forever turn their backs on you, and you they will show their indifference and disappointment in you by smiting you dead. You will also lose all the favors you have accumulated. But fear not, for now you are one step closer to pursuing the Great Work! While in OOC terms, the Necromancer character is not in danger of being lost forever if they die, not having favors makes death potentially more detrimental, as dying with no favors imparts the greatest Deaths Sting. Around this time, you may also find yourself unable to be healed by Empaths due to the Arcane corruption you&#039;ve built. Becoming Forsaken will also result in the loss of all favors. While the Necromancer can mostly choose when this occurs, after a certain circle, the first action that causes Divine Outrage will result in a strike towards being Forsaken. &lt;br /&gt;
&lt;br /&gt;
The next stages of &#039;advancement&#039; are choices. They are Redeemed, the Philosophers, and the Perverse. Only Philosophers are currently implemented into the game. &lt;br /&gt;
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&#039;&#039;&#039;The Redeemed&#039;&#039;&#039; are those who have realized the error of their ways, and turned their backs on Transcendental Magic and pursuit of the Great Work. They are effectively recovered Necromancers, though the call of their previous lives is never far from their minds. Society may or may not recognize their decision to become Redeemed. &lt;br /&gt;
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&#039;&#039;&#039;The Philosophers&#039;&#039;&#039; represent the Necromancers everyone joins in the beginning. They are scholars who believe they are pursuing the Great Work, for the good of all mortals. A few mortals will have to die in the process, naturally, but what is the cost of a few innocents in the face of greatness? &lt;br /&gt;
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&#039;&#039;&#039;The Perverse&#039;&#039;&#039; are those who have grabbed the full scope of power Necromancy entails, at great cost to their souls. Their power has grown immensely, though they may not be in control of it anymore. All Liches are Perverse.&lt;br /&gt;
&lt;br /&gt;
===Avoiding Justice===&lt;br /&gt;
All Necromancers are shunned by society, and should be keenly aware of the prevalence of the law wherever they are, via the JUSTICE command. If you are somewhere the law keeps an eye on, using most Necromancer spells will be spotted by a wary populace, and guards will be dispatched to deal with you. Additionally, anytime you are within the borders of a town, any adventurer can ACCUSE you of Necromancy, which subjects you to a check against how long you&#039;ve been in town (the longer the worse), how Charismatic you and your accuser are, and if you foolishly have any Necromancer buffs visible (this would be most unwise). If you fail this check, you will be arrested or killed on the spot. Towns are not for Necromancers; this is a mostly lonely existence, remember that. If you pass the check, your accuser may not accuse you again for a while, but your chances of being accused successfully by someone else are increased. &lt;br /&gt;
&lt;br /&gt;
While you are in justice zones, a hidden timer will start. As this timer increases, the probability of someone successfully accusing you goes up. The timer can be drained, at a slower rate than it accumulates, by spending time outside of justice zones. Having [[Rite of Contrition]] up will prevent the timer from increasing, though you may still be successfully accused.&lt;br /&gt;
&lt;br /&gt;
====Avoiding Detection====&lt;br /&gt;
It&#039;s also worth mentioning that evading detection from PCs may be an important task for Necromancers, particularly younger Necromancers. Know which spells will alert a PC to you being a Necromancer (see above), and what actions can out you.  Additionally, Necromancers receive the [[Magical_Feats#Spell_Preparation|Alternate Preparation Feat]] at second level and are able to learn to use an Elemental, Life or Lunar [[Spell_Preparation#Basic_Preparations|default spell preparation]] instead of their [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]] (strangely one can learn to use at first level before the feat is learned). The exact alternate mana type is chosen randomly and can never be changed. This ability will affect many other spells, such as [[Lay Ward]], which will appear to be cast as if you use the same mana type as your alternate preparation. A clever Necromancer can use this to masquerade as another guild; those using an elemental preparation can masquerade as a [[Warrior Mage]] or [[Bard]], those who use a life preparation can disguise themselves as a [[Ranger]] or [[Empath]] and those who learn a lunar magic can appear to be a [[Moon Mage]] or, after trader magic is released, a [[Trader]]&lt;br /&gt;
&lt;br /&gt;
There are limitations to this ability, however. Most Necromancer spells have effects that reveal their nature to all who see you cast them. Transcendental spells alter your appearance so that those who look at you can tell you are under the influence of a necromantic spell. It is advisable that you know which spells are safe and which are not. [[Moon Mages]] and anyone who has learned the [[Magical_Feats#Spell_Preparation|Basic Preparation Recognition feat]] will be able to recognize many spells as you cast them, so it is advisable that you exercise caution when casting an necromantic spell. Even worse, [[Moon Mages]] have the ability to detect magic and identify spells already cast so even being in their presence with a Necromantic spell active can reveal you. Some Necromancers choose to learn [[Analogous Patterns]] spells such as [[Ease Burden]], [[Lay Ward]] or [[Gauge Flow]] to allow them to safely train in public. It might be worthwhile picking up a few [[sorcery]] spells from the guild you are pretending you are. It&#039;s one thing to claim to be a [[Ranger]], it&#039;s another entirely to cast [[Compost]]. Unfortunately there is always the risk of a [[Sorcery#Sorcerous_Baclkash|sorcerous backlash]] that you will be forced to explain (and will likely reveal that you are not what you say you are). To that end, many Necromancers choose to learn spells from guilds other than the one their are pretending to be to avoid this problem.&lt;br /&gt;
&lt;br /&gt;
Unfortunately as your [[Divine Outrage]] increases your will lose the ability to  mask your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. This means you will only be able to use your [[Spell_Preparation#Basic_Preparations|default necromancer spell preparation]], [[Moon Mages]] will see arcane magic clinging to you and spells that normally take on the appearance of your alternate mana will clearly reveal your use of [[Mana#Necromantic_Mana|Necromantic Mana]]. [[Empaths]] can detect Necromantic taint on you. although this can be avoided by setting your [[Demeanor_command|DEMEANOR]] to reserved to [[Empath|Empaths]] to prevent them from touching you. Once you have become [[Outrage#States_of_Being|Forsaken]], [[Clerics]] can detect that you don&#039;t have any [[favors]], and again, [[Rite of Contrition]] will make it appear as though you have a few. As you will be unaware of how many [[favors]] you appear to have it is strongly advised that you avoid discussions of this topic Casting [[Rite of Contrition]] will rehide your mana type and (at least to a point) and hide your corruption from [[empath|Empaths]] and [[Clerics]]. It&#039;s important to note that [[Rite of Contrition]] may fool a [[Cleric]], [[Empath]] or [[Moon Mage]] into thinking you aren&#039;t a Necromancer, but it is not in any way shape or form actual protection. If a [[Cleric]] casts [[Harm Evil]] on you when are susceptible to it, [[Rite of Contrition]] will not change the outcome!&lt;br /&gt;
&lt;br /&gt;
There are a few others ways that your guild, or at least the fact that you are not the in the guild you are pretending to be in, can be revealed. Some guilds have guild specific styles that may be used against you. [[Rangers]] have a secret handshake, so if a [[Ranger]] shakes your hand and you are pretending to be a [[Ranger]] your deception will be exposed. This can be avoided by setting Rangers to cold using the [[demeanor]] command. Perhaps the most subtle and most often overlooked way of being exposed is merely appearing suspicious. Make sure you know at least the basics of your pretend guild. If you are masquerading as a [[Warrior Mage]] be prepared to explain why you won&#039;t or can&#039;t send your [[familiar]] to complete a task. If you appear to be a [[Moon Mage]], consider perhaps you could occasionally peruse your [[Celestial_Charts|Celestial Chart]] or gaze through a [[telescope]]. If you want others to think you are a [[ranger]] consider learning to use a [[bow]] and become adept at [[tailoring]]. Carefully consider your appearance; wearing clothes embossed with lightning bolts or stars and moons is probably far more subtle than choosing those embossed with skulls and demonic symbols. In fact, consider the sort of play experience you are signing yourself up for if you do cover yourself in corpse bones and black eyeliner.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
First amongst the tools available to us include the ability to heal our own wounds by magically consuming the bodies of their recent victims. This is done with the spell [[Consume Flesh]] and later, with [[Devour]]. Additionally, a Necromancer can self-resurrect, forcing their beaten body to mend to the point of sustaining life with [[Spiteful Rebirth]]. The latter, it should be mentioned, is one of the spells that will start garnering the attention of the Immortals and leading the Necromancer to become Forsaken. &lt;br /&gt;
&lt;br /&gt;
The other ability is commanding up to two creatures to fight by your side, a zombie which is created with the spell [[Call From Beyond]], and a Construct (sometimes called a Mudman) created from the spell [[Quicken the Earth]]. [[Call from Beyond]] will resurrect a recently slain creature as a zombie, and these zombies can be immensely powerful, able to equip weapons and armor to make them even more potent in combat. The strength of a construct or zombie is determined by your skill in TM, and both will train your TM as they fight for you. &lt;br /&gt;
&lt;br /&gt;
Additionally, Necromancers have access to the games only &#039;fire from hiding&#039; TM spell, [[Vivisection]]. When cast from hiding, this spell will allow the Necromancer to remain hidden, and will receive a bonus to hit based on the Necromancers Thanatology and Stealth. This can be an extremely potent weapon against a foe that has lower Perception than your Stealth, and since Necromancers are Survival Primary, that should be everyone but Thieves and Rangers. Incidentally, only Thieves and Rangers have a &#039;fire from hiding&#039; ability similar to Vivisection.&lt;br /&gt;
&lt;br /&gt;
The ability to self heal and self resurrect make a Necromancer very independent, and they have to be; once they reach a certain point, they cannot be healed by Empaths, and cannot be resurrected by Clerics. Additionally, Necromancers are the only guild that are capable of having two pets out at once, which are the most powerful player created pets.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
{{LoreSide|Necromancers and Ritual Knives|Despite the fact that most of their lives revolve around their ritual knives, Necromancers understand very little about them. Once a knife has been used for another purpose besides butchering the dead, it is no longer usable for rituals. If used in combat or even for cutting bread, it ceases to be suitable. Why? No one, including the Necromancers, know.}}&lt;br /&gt;
As we&#039;ve discussed, Necromancers are Survival Prime, Lore and Magic Secondary, and Weapon and Armor Tertiary. To this end, you will forever have a difficult time moving weapons and armors, while Evasion and Stealth will most likely be your most potent allies in combat. The strength of your zombies and constructs are determined by your skill in Targeted Magic, so always keep the skill moving. Against a like circled opponent, you will lose in a contest of weapons. Against your armored zombie, an opponent trained on par with your ranks in TM will likely lose. Weapons and armor are good to train, but will not be your strongest tool. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve joined the guild, you need a [[belt knife]], which will allow you to PERFORM various rituals, as well as skin your enemies. &lt;br /&gt;
{{-}}&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
&lt;br /&gt;
You will likely already know whether you are going to stick with the &amp;quot;hide in plain sight&amp;quot; strategy of the [[Philosophers_of_the_Knife|Philosopher&#039;s]] or the &amp;quot;burn everything&amp;quot; strategy of the [[Perverse_(Ideology)|Perverse]] fairly early. The former is probably the most common choice, especially for young, vulnerable Necromancers. This decision can have an impact on your spell choices. Those who choose to try and remain hidden are far more likely to learn [[Analogous Patterns]] spells than those who do not. Several of the skills you will need to learn require either entry into combat or listening [[scholarship|classes]]. Both of these choices have hazards for the Necromancer. You will also want to obtain spells that allow you to learn all five magic skills [[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]] and [[Warding]].&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] is a good choice for your first [[Targeted Magic]] spell and will continue to be the backbone of your arsenal for many circles. You may want to consider [[Strange Arrow]] as it will not directly reveal that you are a Necromancer to observers (although the fact that you are choosing to use it rather than a guild specific spell may raise suspicion) and it can be cast in justice areas without causing you to be arrested. Both [[Heighten Pain]] and [[Petrifying Visions]] are excellent [[Debilitation]] spells. [[Heighten Pain]], unfortunately, will leave visible evidence on it&#039;s victim which will reveal that you are using Necromancy. [[Petrifying Visions]] is much safer, but will require that you learn [[Obfuscation]] first. All of these spells are entry level spells that will allow you to progress further in their respective spell books and are therefore also good long term choices.&lt;br /&gt;
&lt;br /&gt;
You will likely recall that casting Transcendental Necromancy and Animation spells will increase your [[Outrage#Divine_Outrage|Divine Outrage]] and therefore you will want to select spells outside of these schools in order to be able to train all your magics without needing classes. [[Obfuscation]] should be an early choice both for it&#039;s ability to facilitate your use of [[Stealth]] in combat and the fact that it is a prerequisite for other important spells. The only Necromancer spell that can be used to train [[Utility]] early is [[Eyes of the Blind]]. Unfortunately until you can cast the spell with enough mana to reverse it you cannot cast this spell repeatedly. Consequently you may want to consider [[Gauge Flow]], an [[Analogous Patterns]] spell. This spell, in addition to training directly through casting, will also allow you to complete [[Magical Research]] projects that can help you train without casting. Unfortunately you will need about 50 ranks of [[Arcana]] before you will be able to learn it. There are no Necromancer spells that are suitable to train [[Warding]] and therefore your best options are [[Manifest Force]] or [[Lay Ward]], both of which are solid combat spells. Most people favor [[Manifest Force]] but I am partial to [[Lay Ward]] since, if your magic skill outclasses your opponent enough, it can render you virtually immune to opponents magic for it&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
It is often best to choose, at least initially, a goal in order to guide your spell choices. A perfectly valid spell progression may be [[Heighten Pain]] (Debilitation), [[Acid Splash]] (Targeted), [[Obfuscation]] (Augmentation), and then pick up [[Gauge Flow]] (Utility) and [[Manifest Force]] (Warding). These five spells will allow you to train all your magics.  Another valid spell progression would be picking a set of goals, for example, having [[Consume Flesh]] at 15th, to allow self healing or to get [[Rite of Contrition]] around the time you get 80 [[utility]] in order to mitigate the risk of being successfully accused in a justice area. Many people rush to get [[Spiteful Rebirth]] as soon as possible (at 30th circle) but I recommend against this strategy. Until you are Forsaken you can get and use [[Favors]] which are, pragmatically, a better way of dealing with death and also contribute to the illusion that you are not a Necromancer (anyone having no [[Favors]] will raise the suspicion of any [[Cleric]] who [[perceive_command|Perceives]] them). You will not become Forsaken until you cast [[Call From Beyond]] and/or [[Spiteful Rebirth]] twice, reach 100th circle or completely fail to manage your [[Outrage|Divine Outrage]] (which is very difficult to do). Therefore you can delay learning this spell until you learn [[Call From Beyond]] in most cases.&lt;br /&gt;
&lt;br /&gt;
Note: [[Analogous Patterns]] spells are not taught by guild masters. You will instead need to purchase a [[Spell_Scrolls|scroll]] from [[Herilo&#039;s_Artifacts]] and and [[Spell_Scrolls#invoke|invoke]] it in order to permanently learn them. You can also temporarily memorize a single scroll by  [[Spell_Scrolls#Study|studying]] it if you wish, but you will lose it if you die and need to purchase a new scroll.&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
A good first goal is setting a good base by getting every [[attributes|statistic]] to a reasonable minimum of 30. As a [[survival]] prime, you will probably want to keep [[Agility]],  [[Discipline]] and [[Reflex]] high. [[Reflex]] will increase your chance to dodge enemies, which will let you stay in combat longer. [[Agility]] assists with many survival skills such as [[Locksmithing]], [[Skinning]], [[Stealth]] and [[Athletics]] and, furthermore, improves your chance of hitting a foe or parrying in combat, and plays a larger role in determining the damage of lighter, more balanced weapons. [[Discipline]] will improve your ability to hide, target spells, as well as help in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]].  [[Intelligence]] and [[Wisdom]] will increase spell damage, improve your learning rate and are also factored in your [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Debilitation contests]]. [[Stamina]] and [[Strength]] are perhaps less important for many Necromancers but should not be neglected. Finally, [[Charisma]] is often overlooked but it is used in [[Contested_spells#Contest_Stat_&amp;quot;Weighting&amp;quot;|Spirit debilitation contests]], which specifically applies to [[Heighten Pain]], and reduces the chance of you being successfully accused of Forbidden Practices in a [[Justice|justice zone]]. This point bears repeating; [[Charisma]] is involved in accusation checks. Don&#039;t let any stat fall too far behind at first, until you have a better understanding of what they all do.&lt;br /&gt;
&lt;br /&gt;
Generally, to train your stats to best suit your skillset placement, you will want your mentals and reflex to be high, with a premium on discipline for it&#039;s role in stat contests, stealth checks, and TM accuracy. &lt;br /&gt;
&lt;br /&gt;
=====Stat Contests for Debilitation=====&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. No Necromantic Debilitation spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Necromancers&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success &amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Necromancers, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Petrifying Visions]] and [[Visions of Darkness]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Viscous Solution]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Heighten Pain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
=====Targeted Magic=====&lt;br /&gt;
There are five Targeted magic spells available to Necromancers, Acid Splash, Siphon Vitality, Blood Burst, Vivisection, and Universal Solvent. They mostly fill specific niches, and are fairly unique as far as most TM spells are concerned. The primary stat that determines accuracy with TM spells is Discipline, and Wisdom and Intelligence affect how much damage is dealt. Also, as previously mentioned, the strength of your pets is determined by your skill in TM. Also, no Necromantic TM spell may be cast in a justice zone without alerting the authorities.&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]] - Single Target, damage type is random. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Siphon Vitality]] - Single Target, damage restores the casters vitality. Very useful if you&#039;re bleeding to death. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Blood Burst]] - Single Target collateral damage, requires either a bleeding wound or takes a small portion of casters vitality.  &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Vivisection]] - Single Target, cast be cast from hiding. Your Thanatology will add &#039;to hit&#039;. The target will be alerted to who is casting upon them, though you may remain hidden. &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Universal Solvent]] - AoE cyclic, random damage. This hits everything in the room, even your pets. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, with the exception of [[Small Edged]] which is our only specific requirement, but initially sticking to lighter choices would be optimal. [[Small Edged]], [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. [[Runestone|Runestones]] will also teach [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
As mentioned, you must acquire a belt knife, which are available from the guildhall. These are required for performing rituals.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
The first order of business now is getting out of town! All of the spells within the Necromancer spellbook may be recognized by more experienced magic users, which would out you as a Necromancer. Be smart, keep your wits about you, and stay under the radar. Do not cast your Necromancer spells in town. Do not train your magics by casting Necromantic spells in front of people. When in doubt, type JUSTICE to ascertain if you are in a justice zone.&lt;br /&gt;
&lt;br /&gt;
As you begin your training, make sure you keep your TM, Debilitation, and Stealth moving. TM will be your most potent offense, and determines the strength of your pets. In a fight, you will not rely on weapons, so don&#039;t become discouraged if they move very slowly. &lt;br /&gt;
&lt;br /&gt;
====Help help, I&#039;m being attacked!====&lt;br /&gt;
This will happen sooner or later. Firstly, it&#039;s important to recognize the difference between a legitimate conflict and someone harassing you, not, mind you, because you should go crying to the GMs, but because chances are, the reason you&#039;re being attacked is because you screwed something up. Remember this always; the life of a Necromancer means you are probably in the wrong. &lt;br /&gt;
&lt;br /&gt;
So, you&#039;re braiding vines in town and suddenly someone starts advancing on you shouting nonsense about purging evil from the lands. Your best recourse is to run, take residence somewhere else, and wait for this all to blow over. Or, if you&#039;re up for a bit of a challenge, ready yourself for a fight.&lt;br /&gt;
&lt;br /&gt;
Your best skills are your Stealth and Evasion, and your magics. Make sure you&#039;re in all light, stealthy armor, and hide. Hopefully your assailant can&#039;t spot you. If you&#039;re in town, your options are much more limited, as any Necromantic spell you cast will simply alert the authorities and send them for you. Many Necromancers pick up [[Strange Arrow]] for this reason, as being an Analogous Patterns spell, it can be cast in town. While you cannot cast Necromantic spells in town, commanding a pet will not alert the authorities, though, obviously if a zombie or construct shows up to assist you, you cannot continue pretending that you are anything but a Necromancer. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the wilds, your opponent may have bitten off more than they can chew. [[Visions of Darkness]] will reduce their perception and wisdom, which will aid in your ability to hide, as well as land further debilitation spells. Casting [[Vivisection]] from hiding will improve your chance to hit, and also potentially allow you to remain hidden. But your true strength will lie in your pets. A zombie requires some preparation, either escape and come back when you are more prepared, or rely on [[Quicken the Earth]]. Assuming you&#039;ve kept up with your TM training, these pets will be vastly superior to any weapon you could bring to bear.&lt;br /&gt;
&lt;br /&gt;
Is your opponent casting spells at you? [[Philosophers Preservation]] and [[Calcified Hide]] will help reduce the incoming damage. If you&#039;ve already cast a few debilitation spells on your opponent like [[Heighten Pain]] or [[Visions of Darkness]], consider casting [[Worm&#039;s Mist]], which will prevent spells from affecting you, though will also prevent you from casting spells. You can also cast it far, so that it only negates spells traveling further than pole range. Obviously this is only really an option if you have a pet out, or if you are, for some reason, physically attacking an opponent.&lt;br /&gt;
&lt;br /&gt;
Necromancers, perhaps more than any other guild, rely on being prepared for a fight. &lt;br /&gt;
&lt;br /&gt;
=====Consent=====&lt;br /&gt;
This is a very tricky area with Necromancers. If someone attacks your pet, you have consent on them, though this is a murky area and should not be used as a cheap tactic to get AFK hunters to attack your zombie. You can of course hide in town and summon your mighty zombie to cause trouble, and anyone who attacks it will be yours to kill, but griefing newbies is generally frowned upon. Generally speaking, you are signing yourself up for conflict, and many guilds and characters roleplay actively hunting and hating Necromancers; they are not in the wrong to start a fight with you, and escalate it to physical violence.&lt;br /&gt;
&lt;br /&gt;
If someone is roleplaying a confrontation, and you don&#039;t want to fight, you can of course OOC whisper to them that you aren&#039;t interested, but you should not expect them to simply leave you alone forever. Some provinces are less welcoming to Necromancers than others; Therengia actively hunts and banishes Necromancers, while Ilithi tends to have a more live and let live attitude (outside of towns, of course). If someone tells you to move on, do not be surprised if they don&#039;t offer you the opportunity to leave the next time they see you. If you are killed, people will generally leave you alone while you gather your gear (or at least they should!), but you should not continue to to train in the area for the immediate future.&lt;br /&gt;
&lt;br /&gt;
While being a Necromancer doesn&#039;t mean you can be harassed, a certain degree of conflict is inherent to the guild. Don&#039;t be afraid to roleplay out a confrontation, and aim for a non-violent solution, but if that fails, be prepared to move for a bit. &lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Universal_Solvent&amp;diff=401724</id>
		<title>Universal Solvent</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Universal_Solvent&amp;diff=401724"/>
		<updated>2015-03-26T18:40:06Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Universal Solvent&lt;br /&gt;
|abbrev=usol&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=55&lt;br /&gt;
|minskill=300&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|spellbook=Synthetic Creation&lt;br /&gt;
|prereqs=[[Vivisection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=Universal Solvent is the goal and culmination of the Synthetic Creation book.  Its magical formula is treasured and jealously guarded, seldom taught willingly.  It conjures the most corrosive acid known to the Philosophers of the Knife, starting a widespread and persistent alchemic reaction.&lt;br /&gt;
Similar to the rudimentary Acid Splash spell, this synthetic substance alters its makeup from one conjuration to another, thus making itself nigh-impossible to resist.  As the catalyst, the caster is spared from the forces they have unleashed, but nothing else is.&lt;br /&gt;
|effect=Cyclic AOE direct damage. Randomized damage types&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; gestures.&amp;lt;br /&amp;gt;&lt;br /&gt;
The air about &amp;lt;Necromancer&amp;gt; begins to bleed with bilious, deep green hues that oddly strain the eye.&amp;lt;br /&amp;gt;&lt;br /&gt;
Alternating waves of hot and cold swirl through the area in abnormal patterns as greenish acid falls in a horizontal rain all around &amp;lt;Necromancer&amp;gt;!&amp;lt;br /&amp;gt;&lt;br /&gt;
You lift your black shield too late, only blocking some of the acid.&amp;lt;br /&amp;gt;&lt;br /&gt;
The wave deeply pits your chest as it blasts across you.&amp;lt;br /&amp;gt;&lt;br /&gt;
You are stunned!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You draw your spell matrix into a tight sphere around yourself, and the air about you shimmers with bilious, deep green hues.  Alternating waves of hot and cold swirl through the area in abnormal patterns as greenish acid falls in a horizontal rain all around you!&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, area of effect&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Damage types may vary per messaging:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Messaging!!Damage Type&lt;br /&gt;
|-&lt;br /&gt;
|Alternating waves of hot and cold swirl through the area in abnormal patterns as greenish acid falls in a horizontal rain all around you!||fire/cold&lt;br /&gt;
|-&lt;br /&gt;
|The hiss of bile-green droplets drowns out nearly all other sound as acidic showers erupting from around you soak everything in sizzling wetness!||?&lt;br /&gt;
|-&lt;br /&gt;
|A torrent of sizzling, bile-green acid sprays outward from you!||?&lt;br /&gt;
|-&lt;br /&gt;
|The greenish radiation around you burbles warningly before a sphere of hissing acid spews forth in all directions!||?&lt;br /&gt;
|-&lt;br /&gt;
|Sibilant jets of universal solvent spout from around you, dyeing the vicinity a fascinating shade of green!||?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Beginner%27s_guide&amp;diff=400315</id>
		<title>Beginner&#039;s guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Beginner%27s_guide&amp;diff=400315"/>
		<updated>2015-03-14T18:28:56Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
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{{incomplete|Still needs work}}&lt;br /&gt;
{{Merge|General new player guide}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Welcome to DragonRealms, one of the most in-depth and expansive games. This article is an attempt to aquaint you with an incredibly complex world that has not always had the new player in mind.&lt;br /&gt;
&lt;br /&gt;
The number one rule you should keep in mind when reading this is: if you feel confused and lost, good. It means that you&#039;re paying attention.&lt;br /&gt;
&lt;br /&gt;
This world is incredibly complex, the results of almost 20 years of existence. It&#039;s not something you can pick up in an afternoon of playing, and it will be giving you something to do for years to come.&lt;br /&gt;
&lt;br /&gt;
==Character Creator==&lt;br /&gt;
When a character is first begun, they will be in a limbo world in which they will be able to choose many of their traits.&lt;br /&gt;
&lt;br /&gt;
===Name===&lt;br /&gt;
Your name is actually one of the most important things about your character. It is the thing that everyone will see first, it is how people will talk about you, and it&#039;s how people will interact with you.&lt;br /&gt;
&lt;br /&gt;
You initially will only be able to pick your first name, though later on you will have the option of adding a family name.&lt;br /&gt;
&lt;br /&gt;
The rules are fairly straightforward. Your first name must be unique, not contain any real life references (Microwave is not going to work), drug references, profanities, numbers, titles (Lordnose, Kingbrave, etc. won&#039;t make it) or references to major literary characters (leave your Drizzt clone at home, or at least give him/her a creative name). If you violate these rules, it may get past the automatic filters, but a [[GameMaster]] will probably visit you later and make you change it.&lt;br /&gt;
&lt;br /&gt;
Rule of thumb is that if you&#039;d be ashamed to have it on your birth certificate, consider picking something else.&lt;br /&gt;
&lt;br /&gt;
Now, already you may have seen people with names that violate one or more of these rules. What it comes down to is that DR has been around 15+ years and the rules have not always been stringently enforced, or even terribly well defined. If you see one of these names, understand that they&#039;ve probably been playing for years and pity has been taken on them so that they wouldn&#039;t need to rebuild all their old friends/enemies if their name suddenly changed.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
In DragonRealms, gender means little. While you might occasionally have different reactions from people, there is no real benefit to either gender.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The second major choice you will face is your race. Your race primarily determines how much it will cost you to improve your stats. Each race has several areas in which they are excellent at, and several which they are lacking.&lt;br /&gt;
&lt;br /&gt;
It should be noted that there is no coherent system of racial bonuses beyond the stat training. For example, while a specific shopkeeper might treat all dwarves better or insult elves, the one across the street may have wildly different reactions, or none at all.&lt;br /&gt;
&lt;br /&gt;
While you may pick a race with an eye towards a specific style or guild, it is &#039;&#039;&#039;highly&#039;&#039;&#039; advised that races be picked on the basis of which culture the player enjoys. Some of the most interesting characters can come from mismatched choices (gnome barbarian anyone?).&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf]]: Slow, tough, and disciplined. The hairy rock-kissers of fantasy you know and love, even the women can grow beards.&lt;br /&gt;
* [[Elf]]: Fast and charismatic, elves are slightly weaker and frailer than humans. Tall, long-lived, and tending toward naturistic, elves come in a variety of subtypes that can drastically affect their views of the world.&lt;br /&gt;
* [[Elothean]]: Incredibly intelligent but weak and frail. A people that value knowledge over almost everything else, and have a strange inability to grow hair on most of their heads, Elotheans push the boundaries of nearly every intellectual pursuit.&lt;br /&gt;
* [[Gnome]]: Agile and intelligent, but weak and frail. These are short folks with keen minds and an affinity for mechanical devices and magic.&lt;br /&gt;
* [[Gor&#039;Tog]]: Strong, tough, but not terribly bright. They are huge, hairless, green giants that tend towards physical labor.&lt;br /&gt;
* [[Halfling]]: Agile, tough, but weak and undisciplined. The short folks with the hairy feet and a love of food, drink, food, sleeping, and food. Don&#039;t discount them, or you might find they&#039;ve run off with your money while you were calling them names.&lt;br /&gt;
* [[Human]]: Humans lack any particular strengths, but also any weaknesses. As widely varied as any real life group, humans can be found doing nearly anything almost anywhere.&lt;br /&gt;
* [[Kaldar]]: Strong and charismatic, but often disdainful of mental pursuits. Looking much like large, bulky humans, Kaldar are a refugee splinter group from the warlike [[Gorbesh]].&lt;br /&gt;
* [[Prydaen]]: Fast and charismatic, but poorly disciplined and prone to lacking common sense. Prydaen appear to be a strange mix between a human and any of the various predatory felines. Call them a cat at your own risk. They came to this land fleeing the near extinction at the hands of a powerful Necromancer.&lt;br /&gt;
* [[Rakash]]: Fast but uncordinated, slow mentally but tough. While mostly indistinguishable from any random human, when the black moon Katamba is full, they become take on the form of a wolf-human hybrid. Like the Prydaen, they fled a powerful Necromancer and attempt to rebuild their packs in the eastern lands.&lt;br /&gt;
* [[S&#039;Kra Mur]]: Strong and fast, but a bit slow upstairs. Humanoids with lizardlike features, the S&#039;Kra Mur have a strange culture that has strange concepts of honor and kinship.&lt;br /&gt;
&lt;br /&gt;
A table giving more detail on attribute aptitudes can be found [[Attributes#Racial Bonuses|here]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
DragonRealms allows people to customize their characters to a large extent. In rare cases, some cultures may prize certain features, for the average adventurer it hardly matters. There should be no worry that your choices will hinder you, even if it ends up sinister or silly.&lt;br /&gt;
&lt;br /&gt;
==First Steps==&lt;br /&gt;
Once the appearance is finalized and you step out into the world of Elanthia, you will find yourself in one of the two starting cities, either [[The Crossings]] or [[Riverhaven]]. It will be noted in this guide if the cities differ in some way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If at any time you become lost or frustrated, and this guide is not able to help you, use the {{com|help}} or {{com|advice}} commands, or seek out one of the [[Mentor]]s using the command {{tt|dir mentor}}.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
DragonRealms uses a fairly simple movement system in general. Players can go any of the cardinal directions using the common abbreviations (n, e, sw, etc), {{tt|OUT}}, and {{tt|UP}}, and {{tt|DOWN}}. In addition, there may be some non-standard movements that require a bit more observation to determine. These portals are entered via {{com|go}}, {{com|climb}}, or sometimes even stranger things.&lt;br /&gt;
&lt;br /&gt;
While within the walls of either of the starting cities, the {{com|dir}} command can be used to receive directions to major landmarks, such as the guildhouses or merchants.&lt;br /&gt;
&lt;br /&gt;
===Talking to Others===&lt;br /&gt;
The basic command for speaking is to use an apostrophe before anything you want to say.&lt;br /&gt;
: &#039;Cold, isn&#039;t it?&lt;br /&gt;
&lt;br /&gt;
While there are many ways to make this more elaborate, the basics should suffice to get you through the average conversation. In addition, if you need to speak to one person and only one person, the {{com|whisper}} command will do it.&lt;br /&gt;
&lt;br /&gt;
It is a commonly held belief that games like DragonRealms are full of people who are always spouting thous and thees everywhere. For the most part, that is rare and often discouraged. You will encounter people trying to replicate odd accents through misspellings or odd word choices, but it is neither expected nor common.&lt;br /&gt;
&lt;br /&gt;
What is expected is that things from real life be left in real life. People find talk of baseball games or cars to be disruptive to their attempts to enjoy the game. If you wish to speak to someone about that, it is both polite and a good idea to instead {{com|whisper}} specifically to that person. There is a split of opinion in the player base about the use of [[OOC Euphemisms|OOC euphemisms]], such as using &amp;quot;pidgeon&amp;quot; to refer to an IM. Generally, until you feel comfortable, it is best that such things be kept to whispers.&lt;br /&gt;
&lt;br /&gt;
===Guild===&lt;br /&gt;
The third of the major choices that you will asked to make is to choose your guild. This is much like your class or profession in other games, and it will determine much of your special abilities, as well as affecting how easily you train certain skills.&lt;br /&gt;
&lt;br /&gt;
Much like race, most of the long term players would agree that the characters they enjoy the most have the guilds picked due to their flavor or history, rather than the mechanical advantages.&lt;br /&gt;
&lt;br /&gt;
A short description for each guild follows, but it should be kept in mind that these are general stereotypes and areas of strength for the guilds. With enough effort and time, any character of any race or guild can become great at anything.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]: The guild of fighters. They excel at weapon learning and utilize the poorly understood power of Inner Fire to accomplish amazing feats, but give up the ability to use magic to do so.&lt;br /&gt;
* [[Bard]]: A strange mix of warrior, musician, and historian, Bards wield magic in their songs, but still maintain a strong skill in mundane martial attacks. With their focus on scholarly pursuits, Bards make excellent craftsmen.&lt;br /&gt;
* [[Cleric]]: Whether crusading to destroy the foul undead or tending to spirits of the fallen, Clerics represent all the gods of Elanthia, good and evil. For their devotion, the gods reward them with amazing magics.&lt;br /&gt;
* [[Empath]]: The Empath guild is one of healing. Through their powerful supernatural connections to others, they are able to draw injuries to themselves and then heal it with their magic. The side effect is that any harm done to living or once living creatures cause feedback that can cripple their abilities. While some Empaths like to ascribe this as a moral issue, the numerous lifeless constructs that have fallen to more warlike empaths seems to discount this.&lt;br /&gt;
* [[Moon Mage]]: They are masters of predicting the future from the stars and planets, as well as a wide mix of powerful spells. The Moon Mage guild is made up of numerous sub-sects, and has a history of producing some mages with an unhealthy interest in politics.&lt;br /&gt;
* [[Necromancer]]: This guild is intentionally designed as a hard mode for long-time players. Everything is more difficult, and the consequences for making a mistake are more severe. If you are reading this guide, you do not have experience necessary to play them.&lt;br /&gt;
* [[Paladin]]: Holy warriors, these masters of defense are held by the gods to a higher standard of honor than others, but are granted powers by the purity of their souls. Though they are primarily warriors of the sword and shield, their cause is bolstered by dabbling in holy magics unshared with clerics.&lt;br /&gt;
* [[Ranger]]: The classic woodland warrior, Rangers mix magic, stealth, and weapons to create a potent force. However, their abilities wane when too much time is spent in cities, so it is rare to see a Ranger in town for long.&lt;br /&gt;
* [[Thief]]: The pesky fellows who take your money and stab you in the back before you see them. While not as bad as the Necromancer guild, the Thief guild is more difficult, including puzzles just to find their guildhouse. Not recommended for people who need this guide.&lt;br /&gt;
* [[Trader]]: Masters of commerce and the power of money, Traders criss-cross the lands with their caravans delivering goods, or set up shops in the major city&#039;s plazas to market their wares to adventurers. Between their aptitude for crafting and ability to rent shops, Traders make, by far, the best merchants. &#039;&#039;Note: Traders have had a history of little development, however they are slated to receive access to their own magic system at some point in the near future.&#039;&#039;&lt;br /&gt;
* [[Warrior Mage]]: Masters of the six elements, Warrior Mages are the classic fireball-throwing mages of fantasy. Luckily for them, no rules restrict them to robes or nightshirts, though they are less adept at wearing armor than the average adventurer. Their typical response is to simply kill everything before it gets near them.&lt;br /&gt;
&lt;br /&gt;
The last, and very rarely chosen option is to remain a Commoner. Commoners will never gain any promotions, or any special abilities, as long as they remain a commoner. Some people choose this path for roleplaying reasons, or because they are preparing for a guild later, since Commoners learn everything moderately well. &#039;&#039;&#039;It is highly advised that a guild be chosen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you reach your chosen guild using the {{tt|dir}} command, proceed to the area with the Guildmaster and type {{com|join}} twice. If at that point, the guildmaster informs you that you do not have the correct stats for the guild, he or she will offer to train you to the minimums.&lt;br /&gt;
&lt;br /&gt;
It should be noted that once you join a guild, you cannot change it, with the exception of anyone joining the Barbarian&#039;s Guild. If you feel you chose poorly, the only choice is to find an inn and {{com|check}} {{tt|in}}, to reset your character.&lt;br /&gt;
&lt;br /&gt;
==Next Steps==&lt;br /&gt;
===Equipment===&lt;br /&gt;
After you&#039;ve picked your guild, it&#039;s time to get geared up. The cheapest way to do this is seek out the [[grizzled old war veteran]] in the Crossing, or [[Sir Robyn]] in Riverhaven, though both of these people randomly wander around town outside the buildings, and it may take some time to find them. Once you find either, {{com|give}} them one of the weapons or pieces of armor you started the game with and they&#039;ll offer you a list of replacement items.&lt;br /&gt;
&lt;br /&gt;
In addition to, or instead of, you can purchase gear from one of the many shops in town, using the money you were loaned when you began the game. Again the {{tt|dir}} command can be useful, and a list of basic shops can be found via {{tt|dir list shops}}.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve gotten to the shop, look around for a catalog listing the items sold. {{com|read}} the catalog, or the specific page you want, such as {{tt|read page 1}}. Once you know what you want, you will need to {{com|order}} it, at which point the merchant will tell you the cost. Assuming you&#039;re not fond of giving away money, you should probably use {{com|offer}} to begin the haggling. Don&#039;t be discouraged if you can&#039;t reach a deal, just order it again and go a bit higher on your price.&lt;br /&gt;
&lt;br /&gt;
There is a second type of shop, in which items are displayed on a surface such as a case. {{tt|get}} the item to get a price, and {{tt|buy}} the item to buy it. There is no haggling, simply buying or not.&lt;br /&gt;
&lt;br /&gt;
The {{com|shop}} command can be useful in both types of shops.&lt;br /&gt;
&lt;br /&gt;
All of the items you began with are inferior to even the basic store variety of goods, so you&#039;ll want to replace them if possible. If you run out of money before you have everything you want, skip to [[#Money|here]].&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
Stats are limited by the number of Time Development Points (TDPs) a character has. These are &amp;quot;spent&amp;quot; in order to raise stats at the proper training location. TDPs are gained in small amounts by learning skills and in larger amounts from gaining circles.&lt;br /&gt;
&lt;br /&gt;
To raise a stat, you will need to go to the proper training location ({{tt|dir}} &#039;&#039;&amp;lt;stat&amp;gt;&#039;&#039;). At this point, {{com|train}} twice, and the stat will increase.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb at the start of a career is to raise the physical stats (strength, stamina, agility, and dexterity) to 15, followed by the others to the same level. Next, again jump the physicals to 20, followed by mentals.&lt;br /&gt;
&lt;br /&gt;
By this time, you should be accomplished enough to direct your own training, though speaking with your fellow guild members can be useful.&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
===Money===&lt;br /&gt;
Money in DragonRealms is a bit more complex than many systems. In addition to the different metals which denote their value, there are also three different regional currencies, Kronars, Lirums, Dokoras. Almost all banks have exchanges that will swap between the currencies, though they will take a percent of it.&lt;br /&gt;
&lt;br /&gt;
The value of the coins is fairly simple, with each step up being ten times more valuable. Their ordering is copper &amp;lt; bronze &amp;lt; silver &amp;lt; gold &amp;lt; platinum.&lt;br /&gt;
&lt;br /&gt;
Earning money is possible many ways. The easiest way is to forage basic items:&lt;br /&gt;
&lt;br /&gt;
: Crossing: Go to right outside the Northeast gate, and {{com|forage}} up either sticks or branches. Once you have stuffed your packs as full as they go, find your way to [[Mags]] the firewood seller right outside the Collegium of Inner Juggling and Reflexes ({{tt|dir reflex}}. You can either give her the stick/branch one by one, or if your container has nothing but sticks and branches, just give the container.&lt;br /&gt;
&lt;br /&gt;
: Riverhaven: Outside the east gate and slightly northish, right outside the Ranger Guild tent, is a good place to forage for herbs. The basic &amp;quot;georin grass&amp;quot; or &amp;quot;jadice flowers&amp;quot; are a good start, though it may still be beyond a basic student. You may need to practice a bit finding grass or rocks. Once you do find some herbs, [[Maisie]], who wanders around inside the town, will buy the herbs from you.&lt;br /&gt;
&lt;br /&gt;
Another way is to find an easy animal foe, and once killing them (see [[Basic Combat]] section), {{com|skin}}ning them for their hide, fur, or other parts. The town&#039;s furrier will buy these from you when you return to town.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
===Circling (Leveling)===&lt;br /&gt;
In DragonRealms, leveling is known as circling. Unlike many games where you level and then receive new skills, in DragonRealms you only level once your skills reach certain levels determined by your guild.&lt;br /&gt;
&lt;br /&gt;
To check your progress, go to your guildleader and {{com|ask}} &#039;&#039;&amp;lt;guildleader&amp;gt;&#039;&#039; {{tt|about skills}}.&lt;br /&gt;
&lt;br /&gt;
If your guild leader asks for &amp;quot;general xxxxx,&amp;quot; it means that they&#039;ll take the top x from that skillset (barring some skills which are not accepted). For example, if your guildleader tells you that you don&#039;t have enough &amp;quot;General Survival&amp;quot; it means that your top survival skills, whatever they are, are not sufficiently high.&lt;br /&gt;
&lt;br /&gt;
A good, thought not always perfectly accurate, level calculator can be found at [http://www.olwydd.org www.olwydd.org]&lt;br /&gt;
&lt;br /&gt;
Once you have circled once, it&#039;s important to gain some [[#Favors|favors]].&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
Death certainly isn&#039;t the end in DragonRealms, but it can be irritating. When death occurs, all field experience is lost and the items in hand drop to the ground. In addition, you will begin to forget your life (lose permanent experience) the longer you remain dead.&lt;br /&gt;
&lt;br /&gt;
: If you are 1st circle, you are given 6 free deaths, in which you do not have to worry about your equipment, including the things in your hands, which normally drop to the ground. After that, or when you circle to 2nd level, you&#039;ll need to think about favors.&lt;br /&gt;
&lt;br /&gt;
When possible, it&#039;s best to find a Cleric, as they have a spell which can reverse this experience loss, even quite some time after death, though it will only offset and prevent the loss of permanent experience. Often times, kind people will drag dead bodies to the nearest cleric guild to be treated, but it is not always reliable. If no such Cleric is available, or you are not willing to take the risk, then {{com|depart}}ing as soon as possible is the best course.&lt;br /&gt;
&lt;br /&gt;
Once memories are either restored or chosen to be lost, there are two options to regain life.&lt;br /&gt;
&lt;br /&gt;
The first option is simply to {{com|depart}}, which will cause your corpse to decay and you will find yourself with a new body at the nearest altar. The basic {{tt|depart}} uses one favor (If you don&#039;t know what favors are, proceed to the [[#Favors|favor section]], then return once done). It is possible to use more than one favor in order to bring along equipment and/or coins (see {{com|depart}} for details). Note that anything that was dropped from the hands on death will not come along, no matter how many favors are spent.&lt;br /&gt;
&lt;br /&gt;
The second, and less common option, is to have a cleric use magic to return life to the deceased body at that location. This is known as Resurrection, which requires a moderately powerful Cleric and a bit of time. Resurrection will simply cause life to return to the body, in whatever state it was before it died. Thus, if death occurred because of a missing head, it is a good idea to get that head healed, or death will instantly occur again.&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
Favors are a sacrifice made to one of the gods in order to receive their assistance once you have died. To gain favors, proceed to the Cleric&#039;s guild ({{tt|dir cleric}}) and enter the library to the east of the entrance. Once their, {{tt|get MagI}} (the code for the book titled &amp;quot;The Immortals&amp;quot;), {{com|open}} it, and {{com|read}} it.&lt;br /&gt;
&lt;br /&gt;
This will provide you with an introduction to the deities of DragonRealms, from which you will request favors. After reading through, select the neutral aspect of a deity that you believe your character would be comfortable with.&lt;br /&gt;
&lt;br /&gt;
Next, proceed to the favor area ({{tt|dir favor}}), but be sure to keep an eye on the route, as you will not receive help to return. Next, {{com|pray}} twice, then speak the name of the deity you wish to ask a favor from, and then {{com|stand}}.&lt;br /&gt;
&lt;br /&gt;
At this point, you will be transported to another location and immediately get the orb bearing the name of your god. {{tt|go arch}}, and you will find yourself in another location. You will need to perform a menial task in order to exit the area, but if you get stuck, you can drop the orb to return to the begining.&lt;br /&gt;
&lt;br /&gt;
Put the orb away, and repeat the previous step to gain a second orb. No more than two orbs can be owned at the same time, or the oldest will deactivate. The next step is to fill the orb with your sacrifice, which can be done by either {{com|rub}}bing it, or {{com|hug}}ing it. The first will take a small amount of your actively learning experience as a sacrifice, and the second will absorb experience until there is either none left or the orb is full.&lt;br /&gt;
&lt;br /&gt;
Lastly, proceed back to town, then to the main temple ({{tt|dir temple}}) and place the orb on the main alter there, at which point a favor will be gained. The more favors currently held and the higher the circle of the person, the more experience will be required to fill the orbs.&lt;br /&gt;
&lt;br /&gt;
==Basic Roleplaying==&lt;br /&gt;
If you wish to dip your toes in roleplaying, a good start is to read through the in-game books on your race and guild (also [[:Category:Book|archived on Elanthipedia]]), as well as general history. You need not come up with a character that has their history plotted out the their great great great grandfather (though some people enjoy doing that), but it does help to think about a few general ideas. Why are you a given guild? What was your childhood like? Even these simple questions can get you thinking about your character and allow you to enter a conversation once you&#039;re ready.&lt;br /&gt;
&lt;br /&gt;
==Commonly Asked Questions==&lt;br /&gt;
&#039;&#039;&#039;Q: Help! I&#039;m confused and this guide isn&#039;t helping!&#039;&#039;&#039;&lt;br /&gt;
:A: That&#039;s not a question! Regardless, you can use the {{Com|advice}} or {{com|help}} commands, or speak to a [[Mentor]] (use {{com|dir}} {{tt|mentor}} to find one) for help. If none of those work, see if you can get another player to help, such as one of your guildmates. If all else fails, posting your problems on the forums can result in a wealth of helpful information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is everyone?&#039;&#039;&#039;&lt;br /&gt;
:A: DragonRealms is a huge game, with tens of thousands of areas. This results in people being spread over a large area fairly thinly. Generally most areas will have a gathering spot, where people talk and teach. Because these spots are known to change, it would be impractical for this guide to try to list them, though [[Popular Gathering Places|this article]] attempts to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I see people around but none of them will respond to me. What&#039;s going on?&#039;&#039;&#039;&lt;br /&gt;
:A: Many people will run automated scripts to train skills that require repetive actions. The truth is that while it is against the rules to run them while not paying attention or away from the keyboard, it still happens to some degree. Some people skirt the edge by having the game window open but another window on top.&lt;br /&gt;
: However, do not assume that since someone will not talk to you that they are not there. Some people either for roleplay or other reasons will just simply ignore you.&lt;br /&gt;
: Regardless, do not let it discourage you, there are plenty of people out there to interact with once you know how to find them. Eventually you will be able to afford [[gwethdesuan]]s, magical devices that give you access to regional in character chat channels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Someone just killed me, and I didn&#039;t do anything. What do I do?&#039;&#039;&#039;&lt;br /&gt;
:A: There&#039;s two answers to this question. Either you got involved in something that gave someone &amp;quot;consent&amp;quot; on you, or you have met one of the infrequent but irritating people who enjoy killing for little or no reason.&lt;br /&gt;
: In the first case, there is not much you can do. There is a large set of rules for when someone can and cannot attack you. If you got in someone&#039;s face, yelled at them, insulted them, slapped then, or made a hostile move toward them, they are within their rights to kill you. {{com|News}} 5 24 and 5 25 goes into some detail about what&#039;s consent or not. Keep in mind, that certain actions you take can give everyone consent on you for a while, primarily stealing from another player. See the [[#Profile|Profile section]] for more detail.&lt;br /&gt;
: In the second case, you will have to decide whether it&#039;s worth your time and effort to contact a GM (via the {{com|assist}} command) and file a complaint. Some people refuse to assist even if someone broke the rules, and others have no issues. It is largely a personal choice, however it is a good idea to find somewhere private to do it if you do choose to complain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I&#039;m stuck, or something broke, and no one is around to help!&#039;&#039;&#039;&lt;br /&gt;
:A: If you suspect you&#039;ve encountered a bug, or that something is broken, your best bet is to use the {{com|assist}} command to ask for help from staff. Keep in mind, there is not always a staff member around, and even when there is there may be a wait.&lt;br /&gt;
: If something breaks drastically, like you end up in a room with no description, or your spell is creating gold coins out of nothing, use the {{com|report}} command. This is the 911 call for GM help, so use it sparingly. Generally if you&#039;re wondering if you should use it, {{tt|assist}} is the better route.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- insert more here--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player Guides,New player guides}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=400314</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=400314"/>
		<updated>2015-03-14T18:27:17Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Creator==&lt;br /&gt;
When a character is first begun, they will be in a limbo world in which they will be able to choose many of their traits.&lt;br /&gt;
&lt;br /&gt;
===Name===&lt;br /&gt;
Your name is actually one of the most important things about your character. It is the thing that everyone will see first, it is how people will talk about you, and it&#039;s how people will interact with you.&lt;br /&gt;
&lt;br /&gt;
You initially will only be able to pick your first name, though later on you will have the option of adding a family name.&lt;br /&gt;
&lt;br /&gt;
The rules are fairly straightforward. Your first name must be unique, not contain any real life references (Microwave is not going to work), drug references, profanities, numbers, titles (Lordnose, Kingbrave, etc. won&#039;t make it) or references to major literary characters (leave your Drizzt clone at home, or at least give him/her a creative name). If you violate these rules, it may get past the automatic filters, but a [[GameMaster]] will probably visit you later and make you change it.&lt;br /&gt;
&lt;br /&gt;
Rule of thumb is that if you&#039;d be ashamed to have it on your birth certificate, consider picking something else.&lt;br /&gt;
&lt;br /&gt;
Now, already you may have seen people with names that violate one or more of these rules. What it comes down to is that DR has been around 15+ years and the rules have not always been stringently enforced, or even terribly well defined. If you see one of these names, understand that they&#039;ve probably been playing for years and pity has been taken on them so that they wouldn&#039;t need to rebuild all their old friends/enemies if their name suddenly changed.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
In DragonRealms, gender means little. While you might occasionally have different reactions from people, there is no real benefit to either gender.&lt;br /&gt;
&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The second major choice you will face is your race. Your race primarily determines how much it will cost you to improve your stats. Each race has several areas in which they are excellent at, and several which they are lacking.&lt;br /&gt;
&lt;br /&gt;
It should be noted that there is no coherent system of racial bonuses beyond the stat training. For example, while a specific shopkeeper might treat all dwarves better or insult elves, the one across the street may have wildly different reactions, or none at all.&lt;br /&gt;
&lt;br /&gt;
While you may pick a race with an eye towards a specific style or guild, it is &#039;&#039;&#039;highly&#039;&#039;&#039; advised that races be picked on the basis of which culture the player enjoys. Some of the most interesting characters can come from mismatched choices (gnome barbarian anyone?).&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf]]: Slow, tough, and disciplined. The hairy rock-kissers of fantasy you know and love, even the women can grow beards.&lt;br /&gt;
* [[Elf]]: Fast and charismatic, elves are slightly weaker and frailer than humans. Tall, long-lived, and tending toward naturistic, elves come in a variety of subtypes that can drastically affect their views of the world.&lt;br /&gt;
* [[Elothean]]: Incredibly intelligent but weak and frail. A people that value knowledge over almost everything else, and have a strange inability to grow hair on most of their heads, Elotheans push the boundaries of nearly every intellectual pursuit.&lt;br /&gt;
* [[Gnome]]: Agile and intelligent, but weak and frail. These are short folks with keen minds and an affinity for mechanical devices and magic.&lt;br /&gt;
* [[Gor&#039;Tog]]: Strong, tough, but not terribly bright. They are huge, hairless, green giants that tend towards physical labor.&lt;br /&gt;
* [[Halfling]]: Agile, tough, but weak and undisciplined. The short folks with the hairy feet and a love of food, drink, food, sleeping, and food. Don&#039;t discount them, or you might find they&#039;ve run off with your money while you were calling them names.&lt;br /&gt;
* [[Human]]: Humans lack any particular strengths, but also any weaknesses. As widely varied as any real life group, humans can be found doing nearly anything almost anywhere.&lt;br /&gt;
* [[Kaldar]]: Strong and charismatic, but often disdainful of mental pursuits. Looking much like large, bulky humans, Kaldar are a refugee splinter group from the warlike [[Gorbesh]].&lt;br /&gt;
* [[Prydaen]]: Fast and charismatic, but poorly disciplined and prone to lacking common sense. Prydaen appear to be a strange mix between a human and any of the various predatory felines. Call them a cat at your own risk. They came to this land fleeing the near extinction at the hands of a powerful Necromancer.&lt;br /&gt;
* [[Rakash]]: Fast but uncordinated, slow mentally but tough. While mostly indistinguishable from any random human, when the black moon Katamba is full, they become take on the form of a wolf-human hybrid. Like the Prydaen, they fled a powerful Necromancer and attempt to rebuild their packs in the eastern lands.&lt;br /&gt;
* [[S&#039;Kra Mur]]: Strong and fast, but a bit slow upstairs. Humanoids with lizardlike features, the S&#039;Kra Mur have a strange culture that has strange concepts of honor and kinship.&lt;br /&gt;
&lt;br /&gt;
A table giving more detail on attribute aptitudes can be found [[Attributes#Racial Bonuses|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
If you were wondering why you didn&#039;t get to choose what class your character is during character creation, it&#039;s because DragonRealms treats character class a little differently.  Instead of character classes, characters in DragonRealms join guilds.  All characters start as Commoners.  Then, you can choose to join one of the 11 guilds in Elanthia: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], and [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to 9 of the guilds.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
A short description for each guild follows, but it should be kept in mind that these are general stereotypes and areas of strength for the guilds. With enough effort and time, any character of any race or guild can become great at anything.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]: The guild of fighters. They excel at weapon learning and utilize the poorly understood power of Inner Fire to accomplish amazing feats, but give up the ability to use magic to do so.&lt;br /&gt;
* [[Bard]]: A strange mix of warrior, musician, and historian, Bards wield magic in their songs, but still maintain a strong skill in mundane martial attacks. With their focus on scholarly pursuits, Bards make excellent craftsmen.&lt;br /&gt;
* [[Cleric]]: Whether crusading to destroy the foul undead or tending to spirits of the fallen, Clerics represent all the gods of Elanthia, good and evil. For their devotion, the gods reward them with amazing magics.&lt;br /&gt;
* [[Empath]]: The Empath guild is one of healing. Through their powerful supernatural connections to others, they are able to draw injuries to themselves and then heal it with their magic. The side effect is that any harm done to living or once living creatures cause feedback that can cripple their abilities. While some Empaths like to ascribe this as a moral issue, the numerous lifeless constructs that have fallen to more warlike empaths seems to discount this.&lt;br /&gt;
* [[Moon Mage]]: They are masters of predicting the future from the stars and planets, as well as a wide mix of powerful spells. The Moon Mage guild is made up of numerous sub-sects, and has a history of producing some mages with an unhealthy interest in politics.&lt;br /&gt;
* [[Necromancer]]: This guild is intentionally designed as a hard mode for long-time players. Everything is more difficult, and the consequences for making a mistake are more severe. If you are reading this guide, you do not have experience necessary to play them.&lt;br /&gt;
* [[Paladin]]: Holy warriors, these masters of defense are held by the gods to a higher standard of honor than others, but are granted powers by the purity of their souls. Though they are primarily warriors of the sword and shield, their cause is bolstered by dabbling in holy magics unshared with clerics.&lt;br /&gt;
* [[Ranger]]: The classic woodland warrior, Rangers mix magic, stealth, and weapons to create a potent force. However, their abilities wane when too much time is spent in cities, so it is rare to see a Ranger in town for long.&lt;br /&gt;
* [[Thief]]: The pesky fellows who take your money and stab you in the back before you see them. While not as bad as the Necromancer guild, the Thief guild is more difficult, including puzzles just to find their guildhouse. Not recommended for people who need this guide.&lt;br /&gt;
* [[Trader]]: Masters of commerce and the power of money, Traders criss-cross the lands with their caravans delivering goods, or set up shops in the major city&#039;s plazas to market their wares to adventurers. Between their aptitude for crafting and ability to rent shops, Traders make, by far, the best merchants. &#039;&#039;Note: Traders have had a history of little development, however they are slated to receive access to their own magic system at some point in the near future.&#039;&#039;&lt;br /&gt;
* [[Warrior Mage]]: Masters of the six elements, Warrior Mages are the classic fireball-throwing mages of fantasy. Luckily for them, no rules restrict them to robes or nightshirts, though they are less adept at wearing armor than the average adventurer. Their typical response is to simply kill everything before it gets near them.&lt;br /&gt;
&lt;br /&gt;
The last, and very rarely chosen option is to remain a Commoner. Commoners will never gain any promotions, or any special abilities, as long as they remain a commoner. Some people choose this path for roleplaying reasons, or because they are preparing for a guild later, since Commoners learn everything moderately well. &#039;&#039;&#039;It is highly advised that a guild be chosen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you reach your chosen guild using the {{tt|dir}} command, proceed to the area with the Guildmaster and type {{com|join}} twice. If at that point, the guildmaster informs you that you do not have the correct stats for the guild, he or she will offer to train you to the minimums.&lt;br /&gt;
&lt;br /&gt;
It should be noted that once you join a guild, you cannot change it, with the exception of anyone joining the Barbarian&#039;s Guild. If you feel you chose poorly, the only choice is to find an inn and {{com|check}} {{tt|in}}, to reset your character.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
&lt;br /&gt;
TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]]. Skills that are trained in combat require an appropriate challenge, which means finding a creature that is difficult enough to provide a challenge.&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need some time afterwards for everything to really sink in.&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
&lt;br /&gt;
===[[Circle|Character Advancement]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
&lt;br /&gt;
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Health]]===&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Money]]===&lt;br /&gt;
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Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
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Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
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===[[Death]] and [[Favors]]===&lt;br /&gt;
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At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own.  &lt;br /&gt;
&lt;br /&gt;
Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
&lt;br /&gt;
For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
&lt;br /&gt;
To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
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The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
&lt;br /&gt;
==Helpful Terminology==&lt;br /&gt;
&lt;br /&gt;
In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
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&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
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==General Walkthrough after Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
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Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
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Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
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Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
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===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
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Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
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===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
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===Your First Coins===&lt;br /&gt;
If you decided to start in Crossing, there is a peddler named Mags that you may want to visit.  [[Mags]] recognizes characters new to crossing, and will give them coins in exchange for bringing her branches.  The closest place to find branches is outside the Northeast Gate, so I would suggest heading there.  First, though, I would suggest going by [[Berolt&#039;s Dry Goods]] (DIR general store) and replacing your starting pack with a slightly larger backpack.   Note that you can only wear one thing on your back at a time.  &lt;br /&gt;
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New bag in hand (on your back), it&#039;s time to head to the Northeast gate, which you can find using DIR Northeast gate.  Once you are outside the gate (the area description will start with &amp;quot;Northeast Wilds&amp;quot;), you can start foraging for branches with the FORAGE command by typing FORAGE BRANCH.  Put as many branches in your backpack as you can carry, and then it&#039;s time to go back to Mags.  Mags can be found outside the Reflex training academy, which you can find with DIR REFLEX.  Mags is waiting right outside, so either stop when the directions prompt you to GO REFLEX, or go in and then step back out.  Mags will accept branches individually, or you can remove your backpack and GIVE BACKPACK TO MAGS.  She will take out all the branches and give you between 1 and 2 bronze per branch.  New characters can earn around 2 gold kronars in total by giving branches to Mags before she tells you that you need to move on in your adventuring career.&lt;br /&gt;
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In Riverhaven, there is also a peddler named Maisie that will exchange coins for branches.&lt;br /&gt;
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==Walkthrough of Your Magic Skills==&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
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===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is your ability to [[Power_Perceive_skill|detect]] and [[Harness_Ability_skill|harness]] mana for your use. This is trained by using one of the following commands: PERCEIVE, CONCENTRATE, or POWER. Each time you do this in a room, there is a 60 second timer until you can learn from it again. To train this skill effectively you want to check POWER, then move to a different room, check the POWER, move again, POWER again, and so on. Alternately you can stay in the same room and check the POWER once per minute. To start with the act of casting a spell or charging [[Cambrinth]] will provide a little [[Attunement]] experiencel but this will quickly become insignificant. You can also train [[Attunement]] by preparing a spell and than HARNESSING so mana to increase it&#039;s power before you cast it but this runs the risk of causing [[Damage|Nerve Damage]], which can impair your ability to cast spells.&lt;br /&gt;
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===[[Arcana]]===&lt;br /&gt;
Arcana is the skill of magical item use, mostly trained through [[Runestones]] and [[Cambrinth]]. To train, you will be using the cambrinth item you purchased in the walkthrough. If you are fortunate enough to acquire a [[Runestone]], which can often be found in the donation bin of the [[Crossing]] cleric guild, you can train by FOCUSing on it. If you find a [[Runestone]] that contains an Elemental, Life or Lunar spell you will also learn [[Sorcery]] until around 60-80 ranks.&lt;br /&gt;
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===[[Primary_Magic|&#039;Primary&#039; Magic]]===&lt;br /&gt;
Arcane, Elemental, Holy, Life and Lunar Magic are considered your guild&#039;s Primary Magic, or &#039;Ur Magic&#039; skill, and will train passively while casting any spells from your Guild&#039;s spell book. &lt;br /&gt;
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====[[Augmentation]], [[Utility_skill|Utility]], [[Warding_skill|Warding]]====&lt;br /&gt;
All of these skills are trained in the same way. For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
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====[[Debilitation]]====&lt;br /&gt;
Trained in the same way as above, though it also requires you be casting on an enemy in the proper skill range. Debilitation spells and skills follow a slightly different paradigm than Targeted spells. Skill in Debilitation determines if the spell will connect, and then a [[Contested Abilities|stat contest]] is performed. If the contest is successful, the spell or ability will affect the target. If the contest fails, the spell or ability will be resisted.&lt;br /&gt;
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Success is not binary; a marginal success will result in a slight effect, while a catastrophic failure will result in a large effect.&lt;br /&gt;
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====[[Targeted Magic]]====&lt;br /&gt;
Targeted Magic spells are cast the same as any others but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
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As you obtain more complicated spells, especially ones that effect an entire area, pay close attention to the different options of the [[Target_command|TARGET command]]&lt;br /&gt;
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===Barbarian and Thief &#039;Magic&#039;===&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. Both are trained completely differently than traditional magic; see the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] or [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
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==Walkthrough of your first Combat==&lt;br /&gt;
Placeholder.&lt;br /&gt;
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==How to Search Elanthipedia==&lt;br /&gt;
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===Basic and Advanced Search===&lt;br /&gt;
&lt;br /&gt;
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
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===Special Queries===&lt;br /&gt;
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In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
&lt;br /&gt;
==Commonly Asked Questions==&lt;br /&gt;
&#039;&#039;&#039;Q: Help! I&#039;m confused and this guide isn&#039;t helping!&#039;&#039;&#039;&lt;br /&gt;
:A: That&#039;s not a question! Regardless, you can use the {{Com|advice}} or {{com|help}} commands, or speak to a [[Mentor]] (use {{com|dir}} {{tt|mentor}} to find one) for help. If none of those work, see if you can get another player to help, such as one of your guildmates. If all else fails, posting your problems on the forums can result in a wealth of helpful information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is everyone?&#039;&#039;&#039;&lt;br /&gt;
:A: DragonRealms is a huge game, with tens of thousands of areas. This results in people being spread over a large area fairly thinly. Generally most areas will have a gathering spot, where people talk and teach. Because these spots are known to change, it would be impractical for this guide to try to list them, though [[Popular Gathering Places|this article]] attempts to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I see people around but none of them will respond to me. What&#039;s going on?&#039;&#039;&#039;&lt;br /&gt;
:A: Many people will run automated scripts to train skills that require repetive actions. The truth is that while it is against the rules to run them while not paying attention or away from the keyboard, it still happens to some degree. Some people skirt the edge by having the game window open but another window on top.&lt;br /&gt;
: However, do not assume that since someone will not talk to you that they are not there. Some people either for roleplay or other reasons will just simply ignore you.&lt;br /&gt;
: Regardless, do not let it discourage you, there are plenty of people out there to interact with once you know how to find them. Eventually you will be able to afford [[gwethdesuan]]s, magical devices that give you access to regional in character chat channels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Someone just killed me, and I didn&#039;t do anything. What do I do?&#039;&#039;&#039;&lt;br /&gt;
:A: There&#039;s two answers to this question. Either you got involved in something that gave someone &amp;quot;consent&amp;quot; on you, or you have met one of the infrequent but irritating people who enjoy killing for little or no reason.&lt;br /&gt;
: In the first case, there is not much you can do. There is a large set of rules for when someone can and cannot attack you. If you got in someone&#039;s face, yelled at them, insulted them, slapped then, or made a hostile move toward them, they are within their rights to kill you. {{com|News}} 5 24 and 5 25 goes into some detail about what&#039;s consent or not. Keep in mind, that certain actions you take can give everyone consent on you for a while, primarily stealing from another player. See the [[#Profile|Profile section]] for more detail.&lt;br /&gt;
: In the second case, you will have to decide whether it&#039;s worth your time and effort to contact a GM (via the {{com|assist}} command) and file a complaint. Some people refuse to assist even if someone broke the rules, and others have no issues. It is largely a personal choice, however it is a good idea to find somewhere private to do it if you do choose to complain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I&#039;m stuck, or something broke, and no one is around to help!&#039;&#039;&#039;&lt;br /&gt;
:A: If you suspect you&#039;ve encountered a bug, or that something is broken, your best bet is to use the {{com|assist}} command to ask for help from staff. Keep in mind, there is not always a staff member around, and even when there is there may be a wait.&lt;br /&gt;
: If something breaks drastically, like you end up in a room with no description, or your spell is creating gold coins out of nothing, use the {{com|report}} command. This is the 911 call for GM help, so use it sparingly. Generally if you&#039;re wondering if you should use it, {{tt|assist}} is the better route.&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=400313</id>
		<title>General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=400313"/>
		<updated>2015-03-14T18:26:07Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the non-guild specific page for the Newbie Help Guide. For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Hello! Thank you for stopping by the Dragonrealms General Newbie Help Guide! This guide will try and help you get started with the game and teach you the ABSOLUTE basics.&lt;br /&gt;
&lt;br /&gt;
==What is Dragonrealms?==&lt;br /&gt;
&lt;br /&gt;
Dragonrealms is a MUD, which means it&#039;s a text-based multiplayer RPG. You connect to the game and the game&#039;s world is described to you in text, as if you were reading a book. You complete actions by entering text commands that you wish your character to accomplish. As long as the command is one recognized by the game, and you used it correctly, it will result in the main window of the game (typically called the Story window) listing the results of what happened. The interface and game world are almost entirely text-based, though there are some limited graphical features, such as certain things like health being able to be depicted in bar form.&lt;br /&gt;
&lt;br /&gt;
Dragonrealms takes place in Elanthia, which is a fantasy setting. There is magic, swords, bows and arrows and the like. There are minor elements indicative of slightly more technology than a strictly medieval setting would have (such as some steampunk style things like mechanical constructs and airships) but you won&#039;t find cars, guns, lasers or spaceships to be in-genre in any way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feel free to change/remove this, it&#039;s just a suggestion really for consistent formatting, as it is sort of what I did with my WM guide. - Starlear  --&amp;gt;&lt;br /&gt;
==How to Use This Guide==&lt;br /&gt;
&lt;br /&gt;
This guide will attempt to explain the basics of the game to you and get you on your way to adventuring! However, as in any tutorial, you will be required to input things yourself from time to time. When this guide references a command that you should type in, it will list it in the following fashion:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game and then press your ENTER key. For the purposes of this guide, commands will be listed in all caps, but they can be entered however you wish.&lt;br /&gt;
&lt;br /&gt;
Some commands require targets or modifiers. Usually these will be dependent on the context in which the command is used. As an example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this example, you would be expected to type the word COMMAND in your text-entry field in the game, followed by the name of the person you wanted to interact with before pressing ENTER. So if you were in a room with a picture and you wanted to look at it, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, modifiers may be used.  For example, if there were both a blue picture and a red picture in the room and you wanted to look at the red one, you would type:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or, if there were two pictures but no identifying modifier (or as an alternative to a specific modifier like &amp;quot;red&amp;quot;), you may use numeric modifiers, like:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, modifiers may be combined, such as:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
which will look at the second red picture you have in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each section will have different information on the basics of the game and how to play, but understanding how to enter commands will be an essential part of following instructions in this (and other) guides.&lt;br /&gt;
&lt;br /&gt;
Note that commands may be abbreviated.  For example, &#039;&#039;&#039;WAV BOB&#039;&#039;&#039; will wave at Bob.  However, take care that when abbreviating commands, you do not abbreviate too much.  For example, simply entering &#039;&#039;&#039;W BOB&#039;&#039;&#039; will attempt to move the character one room to the west and the &amp;quot;BOB&amp;quot; portion will be ignored.&lt;br /&gt;
&lt;br /&gt;
==Game Concepts==&lt;br /&gt;
&amp;lt;!-- Ideas more unique to DR when compared to other MUDs or games.  A short list with links is probably best.  Just some starter ideas during my lunch break. - KAMVENIENCE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Creator==&lt;br /&gt;
When a character is first begun, they will be in a limbo world in which they will be able to choose many of their traits.&lt;br /&gt;
&lt;br /&gt;
===Name===&lt;br /&gt;
Your name is actually one of the most important things about your character. It is the thing that everyone will see first, it is how people will talk about you, and it&#039;s how people will interact with you.&lt;br /&gt;
&lt;br /&gt;
You initially will only be able to pick your first name, though later on you will have the option of adding a family name.&lt;br /&gt;
&lt;br /&gt;
The rules are fairly straightforward. Your first name must be unique, not contain any real life references (Microwave is not going to work), drug references, profanities, numbers, titles (Lordnose, Kingbrave, etc. won&#039;t make it) or references to major literary characters (leave your Drizzt clone at home, or at least give him/her a creative name). If you violate these rules, it may get past the automatic filters, but a [[GameMaster]] will probably visit you later and make you change it.&lt;br /&gt;
&lt;br /&gt;
Rule of thumb is that if you&#039;d be ashamed to have it on your birth certificate, consider picking something else.&lt;br /&gt;
&lt;br /&gt;
Now, already you may have seen people with names that violate one or more of these rules. What it comes down to is that DR has been around 15+ years and the rules have not always been stringently enforced, or even terribly well defined. If you see one of these names, understand that they&#039;ve probably been playing for years and pity has been taken on them so that they wouldn&#039;t need to rebuild all their old friends/enemies if their name suddenly changed.&lt;br /&gt;
&lt;br /&gt;
===Gender===&lt;br /&gt;
In DragonRealms, gender means little. While you might occasionally have different reactions from people, there is no real benefit to either gender.&lt;br /&gt;
&lt;br /&gt;
===[[Races]]===&lt;br /&gt;
&lt;br /&gt;
In addition to various other NPC races, there are 11 playable races: [[Human]], [[Elf]], [[Dwarf]], [[Elothean]], [[Gor&#039;Tog]], [[Halfling]], [[S&#039;Kra Mur]], [[Rakash]], [[Prydaen]], [[Gnome]], and [[Kaldar]].  &lt;br /&gt;
&lt;br /&gt;
A character&#039;s race affects the character&#039;s [[attributes]] (number of [[Time Development Points]] needed to raise an attribute by one point) and mostly RP-elements (e.g. tail verbs for races with tails).  &lt;br /&gt;
&lt;br /&gt;
There are no &amp;quot;racial traits&amp;quot; (e.g. infravision) or &amp;quot;racial abilities&amp;quot; (e.g. faerie fire) as may be found in other games.&lt;br /&gt;
&lt;br /&gt;
===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
If you were wondering why you didn&#039;t get to choose what class your character is during character creation, it&#039;s because DragonRealms treats character class a little differently.  Instead of character classes, characters in DragonRealms join guilds.  All characters start as Commoners.  Then, you can choose to join one of the 11 guilds in Elanthia: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], and [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to 9 of the guilds.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
&lt;br /&gt;
Also, due to unique mechanics that apply only to necromancers, it is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
A short description for each guild follows, but it should be kept in mind that these are general stereotypes and areas of strength for the guilds. With enough effort and time, any character of any race or guild can become great at anything.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]: The guild of fighters. They excel at weapon learning and utilize the poorly understood power of Inner Fire to accomplish amazing feats, but give up the ability to use magic to do so.&lt;br /&gt;
* [[Bard]]: A strange mix of warrior, musician, and historian, Bards wield magic in their songs, but still maintain a strong skill in mundane martial attacks. With their focus on scholarly pursuits, Bards make excellent craftsmen.&lt;br /&gt;
* [[Cleric]]: Whether crusading to destroy the foul undead or tending to spirits of the fallen, Clerics represent all the gods of Elanthia, good and evil. For their devotion, the gods reward them with amazing magics.&lt;br /&gt;
* [[Empath]]: The Empath guild is one of healing. Through their powerful supernatural connections to others, they are able to draw injuries to themselves and then heal it with their magic. The side effect is that any harm done to living or once living creatures cause feedback that can cripple their abilities. While some Empaths like to ascribe this as a moral issue, the numerous lifeless constructs that have fallen to more warlike empaths seems to discount this.&lt;br /&gt;
* [[Moon Mage]]: They are masters of predicting the future from the stars and planets, as well as a wide mix of powerful spells. The Moon Mage guild is made up of numerous sub-sects, and has a history of producing some mages with an unhealthy interest in politics.&lt;br /&gt;
* [[Necromancer]]: This guild is intentionally designed as a hard mode for long-time players. Everything is more difficult, and the consequences for making a mistake are more severe. If you are reading this guide, you do not have experience necessary to play them.&lt;br /&gt;
* [[Paladin]]: Holy warriors, these masters of defense are held by the gods to a higher standard of honor than others, but are granted powers by the purity of their souls. Though they are primarily warriors of the sword and shield, their cause is bolstered by dabbling in holy magics unshared with clerics.&lt;br /&gt;
* [[Ranger]]: The classic woodland warrior, Rangers mix magic, stealth, and weapons to create a potent force. However, their abilities wane when too much time is spent in cities, so it is rare to see a Ranger in town for long.&lt;br /&gt;
* [[Thief]]: The pesky fellows who take your money and stab you in the back before you see them. While not as bad as the Necromancer guild, the Thief guild is more difficult, including puzzles just to find their guildhouse. Not recommended for people who need this guide.&lt;br /&gt;
* [[Trader]]: Masters of commerce and the power of money, Traders criss-cross the lands with their caravans delivering goods, or set up shops in the major city&#039;s plazas to market their wares to adventurers. Between their aptitude for crafting and ability to rent shops, Traders make, by far, the best merchants. &#039;&#039;Note: Traders have had a history of little development, however they are slated to receive access to their own magic system at some point in the near future.&#039;&#039;&lt;br /&gt;
* [[Warrior Mage]]: Masters of the six elements, Warrior Mages are the classic fireball-throwing mages of fantasy. Luckily for them, no rules restrict them to robes or nightshirts, though they are less adept at wearing armor than the average adventurer. Their typical response is to simply kill everything before it gets near them.&lt;br /&gt;
&lt;br /&gt;
The last, and very rarely chosen option is to remain a Commoner. Commoners will never gain any promotions, or any special abilities, as long as they remain a commoner. Some people choose this path for roleplaying reasons, or because they are preparing for a guild later, since Commoners learn everything moderately well. &#039;&#039;&#039;It is highly advised that a guild be chosen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you reach your chosen guild using the {{tt|dir}} command, proceed to the area with the Guildmaster and type {{com|join}} twice. If at that point, the guildmaster informs you that you do not have the correct stats for the guild, he or she will offer to train you to the minimums.&lt;br /&gt;
&lt;br /&gt;
It should be noted that once you join a guild, you cannot change it, with the exception of anyone joining the Barbarian&#039;s Guild. If you feel you chose poorly, the only choice is to find an inn and {{com|check}} {{tt|in}}, to reset your character.&lt;br /&gt;
&lt;br /&gt;
===[[Attributes]]===&lt;br /&gt;
Each character has eight [[attributes]].  They are: [[Strength]], [[Reflex]], [[Agility]], [[Charisma]], [[Discipline]], [[Wisdom]], [[Intelligence]], and [[Stamina]].  You can check your character&#039;s [[attributes]], among other information, by using the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
[[Time Development Points]], known as TDPs, and a negligible amount of coins are used to increase attributes.  The number of TDPs needed to increase each attribute increases as that attribute increases.  It is not affected by the number of points in other attributes.  It is affected by the character&#039;s [[Races|race]].  &lt;br /&gt;
&lt;br /&gt;
TDPs are granted each time a character circles, as well as gradually by training skills.  At first, the number of TDPs received from circling will provide the majority of the TDPs a character has.  However, at higher circles, the number of TDPs received from training skills will outpace the TDPs received from circling.  This is especially true if the player elects to train more skills than the minimum required to circle.&lt;br /&gt;
&lt;br /&gt;
===[[Skills]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, the success of actions (e.g. attacking) is determined by a character&#039;s experience with the respective skill.  Want to climb that mountain? That requires Athletics. Want to swing that broadsword? Heavy Edged. Every challenge will require a certain number of ranks in the appropriate skill, and in order to train a given skill, you must attempt an appropriate challenge to your current skill ranks. If you&#039;re a champion of skinning the rarest beasts in the land, skinning a ships rat won&#039;t provide a challenge, and as such, won&#039;t teach you further skinning ranks. &lt;br /&gt;
&lt;br /&gt;
All skills in the game are broken into five categories: [[Armor Skillset|Armor]], [[Lore Skillset|Lore]], [[:Category:Supernatural Skillset|Magic]], [[Survival Skillset|Survival]], and [[:Category:Weapon Skillset|Weapons]]. Skills that are trained in combat require an appropriate challenge, which means finding a creature that is difficult enough to provide a challenge.&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
Unlike some level-based MMORPGs and MUDs, DragonRealms has a skill-based experience system.  Rather than getting generic experience points every time you complete a quest or kill a creature, DragonRealms awards characters with field experience in a specific [[skill]] any time your character does something that uses that skill.  If you want your character to be better at casting a certain type of spell, you need to cast that type of spell.  Want to be a better fighter?  Pick up a sword and go hit things with it.  If being sneaky or crafting is something you might be interested in, there is a skill for that as well.  Using any skill will award field experience, which will be converted to ranks over time.  Think of field experience like studying for a test, where you need some time afterwards for everything to really sink in.&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. Field experience is tracked by looking at your mindstate, which increases from Clear (0/34) to Mind Lock (34/34).  Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill.  Skills are broadly separated into Armor, Weapons, Magic, Survival, and Lore, and each guild has a bonus in learning one group of skills, but learns other skills slower.  If you look at the article for each [[guild]], each guild has one primary skill group, two secondary skill groups, and two tertiary skill groups.  Skills in a character&#039;s primary skill group are easiest to train, secondary skill groups the next, and tertiary take the longest to train.&lt;br /&gt;
&lt;br /&gt;
Typing &amp;gt;&#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &amp;gt;&#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &amp;gt;&#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE LORE&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE MAGIC&#039;&#039;&#039;, &amp;gt;&#039;&#039;&#039;EXPERIENCE ARMOR&#039;&#039;&#039;, or &amp;gt;&#039;&#039;&#039;EXPERIENCE SURVIVAL&#039;&#039;&#039;.  Adding &#039;&#039;&#039;ALL&#039;&#039;&#039; will also include skills without any field experience.  You may also check an individual skills progress by typing &amp;gt;&#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing.&lt;br /&gt;
&lt;br /&gt;
===[[Circle|Character Advancement]]===&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a character&#039;s level is called their &#039;circle&#039;. If someone says they are 20th circle, they have reached the minimum requirements to advance with the guild leader 19 times, as all characters start at 1st circle. &#039;Circling&#039; is also used as a verb to describe the act of leveling up.  Each guild requires a certain number of ranks in various skills to circle.  The skills required are often flexible.  For example, the requirements are often X ranks in each of the highest Y skills in a skill group.  The exact skill (e.g. small edge or large edge) can be freely chosen by the player, although some skills cannot be used.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements.  It is possible for a character&#039;s skills to be significantly higher than the minimum required for their circle, either by not meeting the minimum skill requirement to circle in a different skill or by choosing not to circle, as it is done manually.  To circle, find your guild leader and &amp;gt;&#039;&#039;&#039;ASK &amp;lt;LEADER&amp;gt; ABOUT CIRCLE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
&lt;br /&gt;
For you to carry anything other than coins, they must be carried in your hands, worn on the body, or placed in a container.  Naturally, you may carry only two items at a time.  In addition, how many items you may wear depends on where the item is worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Anyone familiar with how exactly weight reduction for worn items are calculated?  - KAMVENIENCE  --&amp;gt;&lt;br /&gt;
Each item you have, including coins, has a weight.  Items that are worn on the body have their weight reduced, while items that are in containers, such as a [[:Item:Sturdy backpack|sturdy backpack]], will count towards your [[encumbrance]].  Being encumbered has various penalties to your character, perhaps the most important of which is a penalty to [[evasion]].  You may increase the amount of weight you can carry without becoming encumbered by increasing [[strength]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
===[[Damage|Health]]===&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though [[vitality]] and [[spirit]] are similar.  Instead, each body part (head, each eye, neck, chest, abdomen, back, each arm, each hand, each leg, and the nervous system) takes [[damage]], which can be either external or internal, and fresh or scars.  Injuries a player receives are almost always fresh, which become scars after they are healed.  The scars then, in turn, need to be healed.  As you are injured more in an area, the damage becomes more severe.  For example, they may start as minor abrasions and end up as a stump if you are not careful.  When a critical body part (head, neck, chest, abdomen, or back) is destroyed, the character will die.  Players may also die if their vitality reaches zero, or if their spirit health reaches zero.  Spirit health is not as commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be &amp;gt;&#039;&#039;&#039;TEND&#039;&#039;&#039;ed, utilizing the [[First Aid]] skill to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
Vitality and spirit health will regenerate naturally.  Wounds and scars need to be healed by [[Empath|empaths]], some NPCs (such as [[Mirinn]]), [[healing herbs]], and [[Remedies Products|remedies products]].&lt;br /&gt;
&lt;br /&gt;
In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Money]]===&lt;br /&gt;
&lt;br /&gt;
Money comes in the form of coins, with denominations of copper, bronze, silver, gold, and platinum, each worth 10 of the previous denomination.  In addition, there are three currencies: Kronars, Lirums, and Dokoras.  They may be exchanged for each other at a bank for a small fee.  Dokoras are worth the most, followed by Lirums, and Kronars the least.  Shops in different areas will demand payment in their &amp;quot;home&amp;quot; currency.  When discussing price for items between players, it is usually discussed using Kronars.&lt;br /&gt;
&lt;br /&gt;
Coins do have physical properties but are not quite the same as normal items.  See [[currency]] for details.&lt;br /&gt;
&lt;br /&gt;
===[[Death]] and [[Favors]]===&lt;br /&gt;
&lt;br /&gt;
At some point, [[death]] comes to everyone in Elanthia.  Death isn&#039;t permanent, but in DragonRealms it does works differently than in many other MMOORPGs and MUDs.  Your character can die from a loss of [[vitality]], a loss of [[spirit]] health, or having a critical body part sufficiently [[Damage|damaged]] or removed.  Any field experience not yet converted to ranks is lost, and your character will drop anything you were holding in your hands.  Once you die, your options for communicating with other players are limited.  You will be able to speak to other players that come by, and other players can DRAG you, but you are unable to move on your own.  &lt;br /&gt;
&lt;br /&gt;
Your character can come back to life a few different ways.  The two most common are for a cleric to [[Resurrection|resurrect]] you, or for your character to &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039;.  In order for a [[cleric]] to resurrect you, an [[empath]] will first need to heal any major wounds that your character might posses.  Being resurrected by a cleric is the best way to come back from the dead, but isn&#039;t always available.  The other way for your character to come back to life is to use the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command.  New characters have a free depart option that last until second circle (level), or it has been used 5 times.  These initial 5 departs allow you to return to life at the nearest resurrection location with all your items and coins still in your possession.&lt;br /&gt;
&lt;br /&gt;
For characters who have expended their free departs, or advanced past first circle, the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command will, by default, cause all of the coins your character was carrying to be lost, and all of your items to go into a grave in the room where you died.  Any items you were carrying may also have been dropped at your characters feet, and not in the grave.  Items in a grave have some small measure of protection, but it is possible for another player to take items from the grave and not return them.  Some protections are in place to keep the would-be thief from logging out with your hard-won items or running to a &#039;safe&#039; room, but these protections don&#039;t last forever.&lt;br /&gt;
&lt;br /&gt;
To minimize the penalties to the &amp;gt;&#039;&#039;&#039;DEPART&#039;&#039;&#039; command, players should have multiple [[favors]] at all times.  To the character, a favor represents your character making some sort of sacrifice to the [[Immortals]], the gods of Elanthia.  In exchange for that sacrifice, the gods will let your character return from the dead.  What this means to us, the players, is that your character will have to complete a puzzle to get a favor orb, fill the orb with field experience, and place the orb on an altar devoted to one of the gods.  Orbs are filled using the &amp;gt;&#039;&#039;&#039;RUB&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;HUG&#039;&#039;&#039; command, with rub transferring a little field experience, and hug filling the orb completely.&lt;br /&gt;
&lt;br /&gt;
The amount of field experience needed to fill each favor orb increases with increasing circle and increasing number of favors.  As a rule of thumb, you should try to have 10 or more favors at any time.  You can see the number of favors when you use the &amp;gt;&#039;&#039;&#039;INFO&#039;&#039;&#039; or &amp;gt;&#039;&#039;&#039;EXP&#039;&#039;&#039; command.&lt;br /&gt;
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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Creation systems.&lt;br /&gt;
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Day/night effects (shop closures, etc.)&lt;br /&gt;
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Justice&lt;br /&gt;
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==Helpful Terminology==&lt;br /&gt;
&lt;br /&gt;
In any game, you&#039;ll come across terms that are used by long-time players that can sometimes be confusing to new players. Some of the more common terms will be listed here to help you better understand what other players are talking about.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verb&#039;&#039;&#039; - Typically when players refer to verbs, they are referring to an item that you can use a command on, though for some people verb holds the same meaning as command does. As an example, if someone says they have a &#039;verbed cloak&#039;, this might mean they have a cloak, but when you &amp;gt;&#039;&#039;&#039;SHAKE MY CLOAK&#039;&#039;&#039; while the cloak is worn on your character, you might see your character shaking dust out of the hem. Verbs, whether on items or not, give you additional ways to express things that your character is doing.&lt;br /&gt;
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&#039;&#039;&#039;Gweth&#039;&#039;&#039; - Short for gwethdesuan. Gwethdesuans are items that can be used for communication at a distance via a thought network. If you are wearing one, you can &amp;gt;&#039;&#039;&#039;THINK &amp;lt;MESSAGE&amp;gt;&#039;&#039;&#039; to broadcast a message to anyone else with the same type of gwethdesuan within range. So for example, to send out &amp;quot;Hello world!&amp;quot; on the thought network, you would input &amp;gt;&#039;&#039;&#039;THINK Hello world!&#039;&#039;&#039; into your text-entry field and press your ENTER key.&lt;br /&gt;
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&#039;&#039;&#039;Making Money&#039;&#039;&#039; - The primary means most players earn money in Dragonrealms is by hunting the various NPC critters that inhabit the lands. Critters will drop coins, small gems, junk gear, and lockboxes. You may also SKIN some creatures for valuable pelts, skins, hides, horns, paws, teeth, etc. Generally speaking, gems can be sold in gemshops, while skins/pelts/etc may be sold at tanneries. Lockboxes must be opened by a locksmith with sufficient LOCKSMITHING, and will often contain gems and coins. Not surprisingly, more difficult creatures tend to have more valuable loot.&lt;br /&gt;
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&#039;&#039;&#039;Equipment&#039;&#039;&#039; - Starting towns with have places to purchase weapons and armor, and this store bought gear will be sufficient to get you started adventuring. APPRAISE the gear you have to determine what skills it will train, for example, a Scimitar trains the Small Edge skill, while a Broadsword trains the Heavy Edge skill. There are no irreversibly wrong decisions to be made when starting to train your character, though it&#039;s a good idea to speak with some people for advice on what skills to focus on, and therefor what gear you should seek out. Sooner or later, you&#039;ll want to upgrade to player crafted gear, which is superior to store bought, and can range in price dramatically depending on the materials. Many players will donate player crafted gear to new players, so ask around. &lt;br /&gt;
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As a very general rule of thumb that is by no means a hard and fast rule, Weapon or Armor Tertiary guilds will be better served using lighter and faster weapons, and less hindering and less protecting armors, though there are frequent exceptions to this rule. For example, for a Moon Mage, a good starting set of weapons would be a Scimitar (Small Edge), a Mace (Small Blunt), a Throwing Club (Light Thrown) and a Shortbow (Bows), while a good set of armor may be all cloth or leather (Light Armor), and rotating Chain Greaves (chain). Comparitively, a Paladin will probably want to train a larger number of armors, focusing on heavier pieces, and use heavier weapons. That said, there are advantages and disadvantages to each weapon and armor type, so do some research and figure out how you want to craft your character.&lt;br /&gt;
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* [Another important term that may confuse people is &amp;quot;circle.&amp;quot; -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 18:52, 28 October 2014 (CDT)]&lt;br /&gt;
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I recommend putting any information that doesn&#039;t apply to just one guild here. For example, how to cast spells, how to make money, how to find equipment, etc. --[[User:ISHARON|ISHARON]] ([[User talk:ISHARON|talk]]) 23:03, 27 October 2014 (CDT)&lt;br /&gt;
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==General Walkthrough after Character Creation==&lt;br /&gt;
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===Gear===&lt;br /&gt;
While the character creation process will provide you with basic armor and a weapon, there a few other things you will need to begin adventuring (mostly) safely. To begin with, spend some time wandering around your starting town, trying to find the [[Grizzled_old_war_veteran|grizzled old war Veteran]] (Crossing) or [[Sir_Robyn|Sir Robyn]] (Riverhaven). Visit their pages to see the syntax for exchanging your starting gear with those NPCs for a weapon and armor that fit your play style and character concept. In Dragonrealms you can make just about any armor/weapon combination work. If you are planning on joining a heavy stealth guild (Necromancer, Ranger, Thief) or planning on seriously training stealth for any other character, I would recommend light armor. Paladins, plate armor, and all others chain armor. Feel free to speak to other members of your guild for more detailed advice. When it comes to weapons, a scimitar or broadsword will suit anyone well, through let your character concept be your guide here.&lt;br /&gt;
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Now that you&#039;ve wandered around and probably gotten thoroughly lost, it&#039;s time to learn a great command for getting around town, the [[Dir_command|DIRECTION]] command (abbreviated DIR). This will allow you to easily navigate to where you need to go.&lt;br /&gt;
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Next order of business; obtain a shield. To accomplish this you can use DIRection ARMOR and follow the cues. Once you make it to the shop, you can READ CATALOG to see what is for sale. You can also use the [[Wealth_command|WEALTH]] command to see how much money you have. In Crossing, you can get a target shield from [[Tembeg%27s_Armory|Tembeg&#039;s Armory]]. In Riverhaven, there is unfortunately no small shield option, though you can probably ask another player to get you one from Goblins or if you must, purchase an oval shield from [[Bantheld%27s_Ironworks|Bantheld&#039;s Ironworks]]. A shield is your first priority, and then if you have extra money you will want to purchase a helm, greaves, and gloves. The shop you purchased a shield from will have these items, although if you started in Crossing, the storebought helm is terrible and doesn&#039;t protect eyes - consider a trip to Riverhaven in the not too distant future to purchase a helm there.&lt;br /&gt;
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Now that your armor is taken care of, &#039;&#039;if you are a magic user&#039;&#039; you should also purchase a piece of cambrinth. [[Cambrinth]] is a magical metal that stores mana, and the primary means of training the Arcana skill. DIRection ARTIFICER will either take you to [[Herilo%27s_Artifacts|Herilo&#039;s Artifacts]] (Crossing) shop or [[Zanthron%27s_Artificer_Shop|Zanthron&#039;s Artificer Shop]] (Riverhaven). Once in Herilo&#039;s, you can use the SHOP command to see what is available. Any of the &#039;scrap&#039; type cambrinth pieces in the metal bucket will do. If you started in Riverhaven, Zanthron&#039;s has no good options for new players, so consider a trip to Crossing in the not too distant future. Exploration is fun!&lt;br /&gt;
&lt;br /&gt;
===Preparation===&lt;br /&gt;
We&#039;ll begin with the shield, and if you were able to obtain a small-sized target shield, we will go over how to wear it on your arm. If you were unable to obtain a target shield and are using an oval shield, skip to the next paragraph because you have to hold an oval shield for it to work. With a target shield, hold your shield in your hand and ADJUST SHIELD. This will switch the shield between two methods of wearing it: over your shoulder, or attached to your forearm. The message you will be looking for is this: &#039;&#039;&#039;&#039;&#039;You adjust the straps of your shield, tightening them so that it will fit securely upon your left arm.&#039;&#039;&#039;&#039;&#039; After you have adjusted it properly, WEAR SHIELD. &lt;br /&gt;
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Now that you have a shield, held or worn, let&#039;s cover the [[Stance_command|STANCE]] command to make sure you&#039;re using the shield. STANCE SHIELD will allow you to use your Shield (100%) and Evasion (80%) skills. This is the safest stance for young adventurers, as your new armor will greatly hinder evasion until you have more ranks in its use. Once you enter combat and have a weapon in your right hand, you can STANCE PARRY to train the Parry skill. However, it is always best and safest to return to STANCE SHIELD as your default. Once you have an arm-worn small shield and are in shield stance, you can be at full defensive power all the time no matter what you are doing. Again, if you have an oval (or any medium sized) shield, you must be holding it in your left hand to use it. Eventually Paladins will be able to arm-wear a large-sized shield in this manner, while Barbarians, Rangers, and Traders will be able to arm-wear medium shields. Speak with other members of your guild to learn the pros and cons of these larger shields, but know that an arm-worn small shield is still the choice of most players and will serve any young adventurer well.&lt;br /&gt;
&lt;br /&gt;
===Joining a Guild===&lt;br /&gt;
Now that you are fully equipped and ready to adventure, it is time to join the guild of your choice! Use the trusty DIRection command to get to the guild of your choosing, and find the Guildleader. Once there, you can type JOIN and listen to what they have to say.&lt;br /&gt;
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===Your First Coins===&lt;br /&gt;
If you decided to start in Crossing, there is a peddler named Mags that you may want to visit.  [[Mags]] recognizes characters new to crossing, and will give them coins in exchange for bringing her branches.  The closest place to find branches is outside the Northeast Gate, so I would suggest heading there.  First, though, I would suggest going by [[Berolt&#039;s Dry Goods]] (DIR general store) and replacing your starting pack with a slightly larger backpack.   Note that you can only wear one thing on your back at a time.  &lt;br /&gt;
&lt;br /&gt;
New bag in hand (on your back), it&#039;s time to head to the Northeast gate, which you can find using DIR Northeast gate.  Once you are outside the gate (the area description will start with &amp;quot;Northeast Wilds&amp;quot;), you can start foraging for branches with the FORAGE command by typing FORAGE BRANCH.  Put as many branches in your backpack as you can carry, and then it&#039;s time to go back to Mags.  Mags can be found outside the Reflex training academy, which you can find with DIR REFLEX.  Mags is waiting right outside, so either stop when the directions prompt you to GO REFLEX, or go in and then step back out.  Mags will accept branches individually, or you can remove your backpack and GIVE BACKPACK TO MAGS.  She will take out all the branches and give you between 1 and 2 bronze per branch.  New characters can earn around 2 gold kronars in total by giving branches to Mags before she tells you that you need to move on in your adventuring career.&lt;br /&gt;
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In Riverhaven, there is also a peddler named Maisie that will exchange coins for branches.&lt;br /&gt;
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==Walkthrough of Your Magic Skills==&lt;br /&gt;
While [[Magic]] in Dragonrealms is used to some extent by every guild, Thieves and Barbarians train it in their own way. This section covers the prepare/cast mechanics that magic-using guilds utilize to train magic. Each spell has a &#039;Minimum Prep&#039; or minimum amount of mana that it can be cast at. Anything above that is at the mage&#039;s discretion. The more mana funneled into a spell, the more difficult it is to cast, and that amount is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages) and their skill in the type of spell being cast. For a more in-depth explanation of magic in Dragonrealms, you can read the lore behind [[Magical_theory|Magical Theory]].&lt;br /&gt;
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===[[Attunement_skill|Attunement]]===&lt;br /&gt;
Attunement is your ability to [[Power_Perceive_skill|detect]] and [[Harness_Ability_skill|harness]] mana for your use. This is trained by using one of the following commands: PERCEIVE, CONCENTRATE, or POWER. Each time you do this in a room, there is a 60 second timer until you can learn from it again. To train this skill effectively you want to check POWER, then move to a different room, check the POWER, move again, POWER again, and so on. Alternately you can stay in the same room and check the POWER once per minute. To start with the act of casting a spell or charging [[Cambrinth]] will provide a little [[Attunement]] experiencel but this will quickly become insignificant. You can also train [[Attunement]] by preparing a spell and than HARNESSING so mana to increase it&#039;s power before you cast it but this runs the risk of causing [[Damage|Nerve Damage]], which can impair your ability to cast spells.&lt;br /&gt;
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===[[Arcana]]===&lt;br /&gt;
Arcana is the skill of magical item use, mostly trained through [[Runestones]] and [[Cambrinth]]. To train, you will be using the cambrinth item you purchased in the walkthrough. If you are fortunate enough to acquire a [[Runestone]], which can often be found in the donation bin of the [[Crossing]] cleric guild, you can train by FOCUSing on it. If you find a [[Runestone]] that contains an Elemental, Life or Lunar spell you will also learn [[Sorcery]] until around 60-80 ranks.&lt;br /&gt;
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===[[Primary_Magic|&#039;Primary&#039; Magic]]===&lt;br /&gt;
Arcane, Elemental, Holy, Life and Lunar Magic are considered your guild&#039;s Primary Magic, or &#039;Ur Magic&#039; skill, and will train passively while casting any spells from your Guild&#039;s spell book. &lt;br /&gt;
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====[[Augmentation]], [[Utility_skill|Utility]], [[Warding_skill|Warding]]====&lt;br /&gt;
All of these skills are trained in the same way. For the sake of this Newbie Guide, all spells should follow the same pattern: (with exceptions to be discussed later) &lt;br /&gt;
#[[Prepare_command|PREPare]] &amp;lt;spell&amp;gt;&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;You feel fully prepared to cast your spell.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Add Mana&lt;br /&gt;
##via [[Harness_command|HARNESS]] &amp;lt;amount&amp;gt;&lt;br /&gt;
##via [[Cambrinth]]&lt;br /&gt;
###[[Charge_command|CHARGE]] &amp;lt;item&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
###[[Invoke_command|INVOKE]] &amp;lt;item&amp;gt; &lt;br /&gt;
#[[Cast_command|CAST]]&lt;br /&gt;
The &amp;lt;item&amp;gt; in this example is the scrap/sliver/shaving you will buy from the Artificer (if following the Walkthrough). As you&#039;re just starting out, the &amp;lt;amount&amp;gt; will only be 1 or 2 as you won&#039;t yet have the skill to put much extra mana in your spells. You can split it up however you like, in increments as small as 1. You can HARNESS 1 &#039;&#039;&#039;and&#039;&#039;&#039; CHARGE 1/INVOKE with cambrinth for a total of 2 extra mana. Eventually you will also be able to cast before the spell is fully prepared, though at low skill levels you risk backfiring and damaging your nerves.&lt;br /&gt;
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====[[Debilitation]]====&lt;br /&gt;
Trained in the same way as above, though it also requires you be casting on an enemy in the proper skill range. Debilitation spells and skills follow a slightly different paradigm than Targeted spells. Skill in Debilitation determines if the spell will connect, and then a [[Contested Abilities|stat contest]] is performed. If the contest is successful, the spell or ability will affect the target. If the contest fails, the spell or ability will be resisted.&lt;br /&gt;
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Success is not binary; a marginal success will result in a slight effect, while a catastrophic failure will result in a large effect.&lt;br /&gt;
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====[[Targeted Magic]]====&lt;br /&gt;
Targeted Magic spells are cast the same as any others but with one extra step: TARGETing the spell at a critter.&lt;br /&gt;
#[[Target_command|TARGET]] &amp;lt;spell abbreviation&amp;gt; (this will default to the enemy you are currently facing)&lt;br /&gt;
#Wait until you see: &#039;&#039;&#039;&#039;&#039;Your formation of a targeting pattern around a &amp;lt;target&amp;gt; has completed.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#Proceed as above with adding mana and CASTing.&lt;br /&gt;
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As you obtain more complicated spells, especially ones that effect an entire area, pay close attention to the different options of the [[Target_command|TARGET command]]&lt;br /&gt;
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===Barbarian and Thief &#039;Magic&#039;===&lt;br /&gt;
Placed here because the skills used are the same. I&#039;m sure Caraamon will have choice words on whether or not Barbarians actually use magic. Both are trained completely differently than traditional magic; see the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] or [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
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==Walkthrough of your first Combat==&lt;br /&gt;
Placeholder.&lt;br /&gt;
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==How to Search Elanthipedia==&lt;br /&gt;
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===Basic and Advanced Search===&lt;br /&gt;
&lt;br /&gt;
Elanthipedia has a lot of useful content, but finding what you want is not always intuitive. Here are some tricks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=all&amp;amp;redirs=0 Basic Search]&#039;&#039;&#039;: to perform a basic search, click the link, or scroll to the upper-right corner of the screen, and type your search term in the box. Click &amp;quot;Search.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://elanthipedia.play.net/mediawiki/index.php?title=Special:Search&amp;amp;search=&amp;amp;fulltext=Search&amp;amp;profile=advanced&amp;amp;redirs=0 Advanced Search]&#039;&#039;&#039;: Sometimes, the basic search gives you too many results, and you want to narrow your search. You can reach the advanced search option by clicking the link by performing a basic search and then clicking the &amp;quot;&#039;&#039;Advanced&#039;&#039;&amp;quot; link.&lt;br /&gt;
:Under &#039;&#039;Search in namespaces&#039;&#039;, you can choose which types of pages to include in your search. The most useful options are:&lt;br /&gt;
*&#039;&#039;&#039;(Main)&#039;&#039;&#039; any wiki page that is not in a special category (most articles and shops)&lt;br /&gt;
*&#039;&#039;&#039;Category&#039;&#039;&#039;: any wiki page whose title begins with &#039;&#039;Category:&#039;&#039;. This includes the main guild, race, and spell pages, for example, which link to more detailed information.&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: armor item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Shield&#039;&#039;&#039;: shield item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Weapon&#039;&#039;&#039;: weapon item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Item&#039;&#039;&#039;: all other item pages (with looks, stats, shop locations, etc.)&lt;br /&gt;
*&#039;&#039;&#039;Post&#039;&#039;&#039;: archived posts from the official Play.net forum&lt;br /&gt;
*&#039;&#039;&#039;Title&#039;&#039;&#039;: titles (the kind your character wears around his name)&lt;br /&gt;
*Checking the &amp;quot;List redirects&amp;quot; option will include pages that just redirect you to another page.&lt;br /&gt;
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===Special Queries===&lt;br /&gt;
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In addition to the normal search options, Elanthipedia has some special query pages that let you search for particular content. To use them, simply select the options you want and click &amp;quot;run query&amp;quot; at the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShopQuery|ShopQuery]]&#039;&#039;&#039;: in the type field, include any of the merchandise types listed [[:Category:Shops_by_Type|here]]&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/WeaponQuery|WeaponQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ArmorQuery|ArmorQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ShieldQuery|ShieldQuery]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Special:RunQuery/ItemQuery|ItemQuery]]&#039;&#039;&#039;: all other items&lt;br /&gt;
When using the four item query pages, &amp;quot;rare&amp;quot; means items that aren&#039;t normally available, such as quest prizes, festival merchandise, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/BestiaryQuery|BestiaryQuery]]: Here you can search for huntable creatures by location, difficulty, types of loot dropped, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
&lt;br /&gt;
==Commonly Asked Questions==&lt;br /&gt;
&#039;&#039;&#039;Q: Help! I&#039;m confused and this guide isn&#039;t helping!&#039;&#039;&#039;&lt;br /&gt;
:A: That&#039;s not a question! Regardless, you can use the {{Com|advice}} or {{com|help}} commands, or speak to a [[Mentor]] (use {{com|dir}} {{tt|mentor}} to find one) for help. If none of those work, see if you can get another player to help, such as one of your guildmates. If all else fails, posting your problems on the forums can result in a wealth of helpful information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is everyone?&#039;&#039;&#039;&lt;br /&gt;
:A: DragonRealms is a huge game, with tens of thousands of areas. This results in people being spread over a large area fairly thinly. Generally most areas will have a gathering spot, where people talk and teach. Because these spots are known to change, it would be impractical for this guide to try to list them, though [[Popular Gathering Places|this article]] attempts to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I see people around but none of them will respond to me. What&#039;s going on?&#039;&#039;&#039;&lt;br /&gt;
:A: Many people will run automated scripts to train skills that require repetive actions. The truth is that while it is against the rules to run them while not paying attention or away from the keyboard, it still happens to some degree. Some people skirt the edge by having the game window open but another window on top.&lt;br /&gt;
: However, do not assume that since someone will not talk to you that they are not there. Some people either for roleplay or other reasons will just simply ignore you.&lt;br /&gt;
: Regardless, do not let it discourage you, there are plenty of people out there to interact with once you know how to find them. Eventually you will be able to afford [[gwethdesuan]]s, magical devices that give you access to regional in character chat channels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Someone just killed me, and I didn&#039;t do anything. What do I do?&#039;&#039;&#039;&lt;br /&gt;
:A: There&#039;s two answers to this question. Either you got involved in something that gave someone &amp;quot;consent&amp;quot; on you, or you have met one of the infrequent but irritating people who enjoy killing for little or no reason.&lt;br /&gt;
: In the first case, there is not much you can do. There is a large set of rules for when someone can and cannot attack you. If you got in someone&#039;s face, yelled at them, insulted them, slapped then, or made a hostile move toward them, they are within their rights to kill you. {{com|News}} 5 24 and 5 25 goes into some detail about what&#039;s consent or not. Keep in mind, that certain actions you take can give everyone consent on you for a while, primarily stealing from another player. See the [[#Profile|Profile section]] for more detail.&lt;br /&gt;
: In the second case, you will have to decide whether it&#039;s worth your time and effort to contact a GM (via the {{com|assist}} command) and file a complaint. Some people refuse to assist even if someone broke the rules, and others have no issues. It is largely a personal choice, however it is a good idea to find somewhere private to do it if you do choose to complain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: I&#039;m stuck, or something broke, and no one is around to help!&#039;&#039;&#039;&lt;br /&gt;
:A: If you suspect you&#039;ve encountered a bug, or that something is broken, your best bet is to use the {{com|assist}} command to ask for help from staff. Keep in mind, there is not always a staff member around, and even when there is there may be a wait.&lt;br /&gt;
: If something breaks drastically, like you end up in a room with no description, or your spell is creating gold coins out of nothing, use the {{com|report}} command. This is the 911 call for GM help, so use it sparingly. Generally if you&#039;re wondering if you should use it, {{tt|assist}} is the better route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Forest_geni_(1)&amp;diff=398871</id>
		<title>Forest geni (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Forest_geni_(1)&amp;diff=398871"/>
		<updated>2015-02-25T14:02:39Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Forest Geni&lt;br /&gt;
|MinCap=250&lt;br /&gt;
|MaxCap=350&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Stone Clan&lt;br /&gt;
|MapList=*{{rmap|11a | Leucros and Vipers (11a)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Extraordinary pale green eyes catch yours as a forest geni dances from foot to foot before you.  Not much taller than an adult halfling, its delicate pointed ears are adorned with tiny copper bells which accentuate the faint greenish tinge of its skin.  Rough clothing formed of leaves and bark cover his stocky body.  Its eyes constantly scan the area, sometimes flashing with rage and other times holding a glint of amusement.&lt;br /&gt;
==={{ilink|i|Geni anatomy chart|Anatomy Chart}}===&lt;br /&gt;
A biped not much taller than an adult halfling, its delicate pointed ears are adorned with tiny copper bells which accentuate the faint greenish tinge of its skin. Rough clothing formed of leaves and bark cover its stocky body.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
Forest Geni appear to be immune to stunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update: 15 August, 2014&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat weaker than you are.(@ 40 Strength)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is apparently as agile as you are.(@ 30 Agility)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat more discipline than you are.(@ 22 Discipline)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as quick to react as you are.(@ 30 Reflex)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is rather less conditioned than you are. (@ 40 Stamina)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its offensive abilities, and defending, you are certain that the forest geni is a solid opponent.(@ 255 armor, 247 shield, 249 defending, and 247 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its defensive abilities, and attacking, you are certain that the forest geni is well beneath your abilities.(@ 244 overall weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attacked with a (X), you are certain that the enemy would train acceptably.(@ 176 weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you threw (X) at the enemy you are certain that it would train rather well.(@ 176 thrown)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by parrying attacks, you are certain that the enemy would train rather well.(@247 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by evading attacks, you are certain that the enemy would train acceptably.(@ 252 evasion)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by blocking attacks, you are certain that the enemy would train rather well.(@ 247 shield)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to beguile the enemy with tactics, you are certain that it would train acceptably.(@ 265 tactics)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to debilitate the enemy, you are certain that it would train somewhat poorly.(@ 311 debilitation)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Overall impression:&#039;&#039;&#039; Could not handle three at melee with the above stats/skills(including 249 defending); within 10 minutes, I was battered/hurt and bleeding from multiple wounds.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Update: 30 September, 2014&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat weaker than you are.(@ 40 Strength)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is apparently as agile as you are.(@ 30 Agility)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as disciplined as you are.(@ 30 Discipline)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as quick to react as you are.(@ 30 Reflex)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is rather less conditioned than you are.(@ 40 Stamina)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its offensive abilities, and defending, you are certain that the forest geni is a worthy opponent.(@ 291 armor, 283 shield, 283 defending, and 277 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its defensive abilities, and attacking, you are certain that the forest geni is well beneath your abilities.(@ 262 overall weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attacked with a (X), you are certain that the enemy would train acceptably.(@ 188 weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you threw (X) at the enemy you are certain that it would train rather well.(@ 195 thrown)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by parrying attacks, you are certain that the enemy would train acceptably.(@ 277 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by evading attacks, you are certain that the enemy would train acceptably.(@ 288 evasion)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by blocking attacks, you are certain that the enemy would train acceptably.(@ 283 shield)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to beguile the enemy with tactics, you are certain that it would train somewhat poorly.(@ 290 tactics)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to debilitate the enemy, you are certain that it would train somewhat poorly.(@ 335 debilitation)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Overall impression:&#039;&#039;&#039; handling 3 at melee with the occasional light hits (1/23 - 3/23) with the above stats/skills. Defenses training to ML quickly, offenses not as quick due to missing ~30% of my attacks.&lt;br /&gt;
===Area===&lt;br /&gt;
The areas where the genis live is heavily overgrown. With low [[Perception_skill | perception]] and/or [[Scouting_skill | scouting]] ranks you will likely not go in the direction you intend when you move. This can make getting out of the area quite difficult. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some other things to note:&lt;br /&gt;
* Moving around teaches minimal perception and scouting (if a ranger).&lt;br /&gt;
* Moving around drains your fatigue.&lt;br /&gt;
* Peering can cause roundtime as you climb a tree to look around.&lt;br /&gt;
* You can use a machete to {{com|HACK}} in a certain direction. This will make it easier to move in that direction.&lt;br /&gt;
* As perception and scouting increase you will be better able to move in your intended direction, until you are no longer hindered at all.&lt;br /&gt;
* Genis will attempt to kill any [[Giant Black Leucro]]s in the area before attacking adventurers. &lt;br /&gt;
* Claw attacks cause armor damage to chain.&lt;br /&gt;
&lt;br /&gt;
With Perception of 172 I could not find the trails to enter the area.&lt;br /&gt;
&lt;br /&gt;
With approximately 275 perception and 35 intelligence/wisdom I could begin seeing signs of the trail as a thief with little/no bonus suggested by SMIRK. With 44 discipline and KHRI SIGHT I can find the trail with a few/several attempts. &lt;br /&gt;
&lt;br /&gt;
With 250 in perception and a capped Clear Sight spell, I could get in and out consistently. &lt;br /&gt;
&lt;br /&gt;
The tree in this area is listed on the Elanthipedia [[Climbing#What_to_Climb]] chart.&lt;br /&gt;
&lt;br /&gt;
50 agility/reflex post 300 learning really slows down.&lt;br /&gt;
&lt;br /&gt;
Still able to mind lock while over 393 stealth with 4 genis in the room.&lt;br /&gt;
&lt;br /&gt;
Good box droppers.  Need around 175 ranks, unbonused, to disarm safely (careful/45 agil).&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necrotic_Reconstruction&amp;diff=393810</id>
		<title>Necrotic Reconstruction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necrotic_Reconstruction&amp;diff=393810"/>
		<updated>2015-01-17T03:54:27Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Necrotic Reconstruction&lt;br /&gt;
|abbrev=NR&lt;br /&gt;
|minprep=14&lt;br /&gt;
|castcap=99&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=780&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=[[Quicken the Earth]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=A staple tool of apprentice and master reanimators alike, Necrotic Reconstruction provides instantaneous mending to a servant that has not yet outgrown its usefulness. The false healing operates by bolstering the Unlife within forms, which in turn flares to defy any mundane wounds present. Curiously, the spell does affect non-undead creations of Animation magic, albeit with less potency.&lt;br /&gt;
|effect=Heals corpses or zombies&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; pokes the corpse of a striped badger.&amp;lt;br /&amp;gt;&lt;br /&gt;
With a strange croaking noise, silken black dust spills from the cracks of &amp;lt;Necromancer&amp;gt;&#039;s fingers.&amp;lt;br /&amp;gt;&lt;br /&gt;
The detrita from the destroyed parts of the striped badger&#039;s body collectively secrete maggoty ribbons of slime, pulsating a little.  This prompts the dead skin, flesh and bone that make up the creature to pull apart, be displaced, then knit back together beneath the atrocious catalyst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You poke the corpse of a &amp;lt;critter&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your bloodied hand dries up within moments of lacing the reconstructive pattern, leaving behind a refined black dust.&amp;lt;br /&amp;gt;&lt;br /&gt;
The detrita from the destroyed parts of the striped badger&#039;s body collectively secrete maggoty ribbons of slime, pulsating a little.  This prompts the dead skin, flesh and bone that make up the creature to pull apart, be displaced, then knit back together beneath the atrocious catalyst.&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=Buffing&lt;br /&gt;
}}&lt;br /&gt;
CAST will default to last corpse PERFORM ARISE was performed on, or Zombie.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necrotic_Reconstruction&amp;diff=393809</id>
		<title>Necrotic Reconstruction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necrotic_Reconstruction&amp;diff=393809"/>
		<updated>2015-01-17T03:53:53Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Necrotic Reconstruction&lt;br /&gt;
|abbrev=NR&lt;br /&gt;
|minprep=14&lt;br /&gt;
|castcap=99&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=780&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Necromancer&lt;br /&gt;
|spellbook=Animation&lt;br /&gt;
|prereqs=[[Quicken the Earth]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=A staple tool of apprentice and master reanimators alike, Necrotic Reconstruction provides instantaneous mending to a servant that has not yet outgrown its usefulness. The false healing operates by bolstering the Unlife within forms, which in turn flares to defy any mundane wounds present. Curiously, the spell does affect non-undead creations of Animation magic, albeit with less potency.&lt;br /&gt;
|effect=Heals corpses or zombies&lt;br /&gt;
|messaging=&#039;&#039;&#039;3rd person:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;Necromancer&amp;gt; pokes the corpse of a striped badger.&amp;lt;br /&amp;gt;&lt;br /&gt;
With a strange croaking noise, silken black dust spills from the cracks of &amp;lt;Necromancer&amp;gt;&#039;s fingers.&amp;lt;br /&amp;gt;&lt;br /&gt;
The detrita from the destroyed parts of the striped badger&#039;s body collectively secrete maggoty ribbons of slime, pulsating a little.  This prompts the dead skin, flesh and bone that make up the creature to pull apart, be displaced, then knit back together beneath the atrous catalyst.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st person:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You poke the corpse of a &amp;lt;critter&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your bloodied hand dries up within moments of lacing the reconstructive pattern, leaving behind a refined black dust.&amp;lt;br /&amp;gt;&lt;br /&gt;
	The detrita from the destroyed parts of the striped badger&#039;s body collectively secrete maggoty ribbons of slime, pulsating a little.  This prompts the dead skin, flesh and bone that make up the creature to pull apart, be displaced, then knit back together beneath the atrous catalyst.&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=Buffing&lt;br /&gt;
}}&lt;br /&gt;
CAST will default to last corpse PERFORM ARISE was performed on, or Zombie.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Maiden%27s_tress&amp;diff=388224</id>
		<title>Maiden&#039;s tress</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Maiden%27s_tress&amp;diff=388224"/>
		<updated>2014-12-15T19:54:51Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Writhing Maiden&#039;s Tress&lt;br /&gt;
|MinCap=80&lt;br /&gt;
|MaxCap=220&lt;br /&gt;
|BodyType=Plant&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=yes&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Forfedhdar&lt;br /&gt;
|City=Boar Clan&lt;br /&gt;
|MapList=*{{rmap|133|Adder&#039;s Coil (133)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|Poachable=Yes&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
A writhing maiden&#039;s tress appears to be a curtain of interwoven thorny vines that looks a great deal like a mass of writhing serpents.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying nothing!&lt;br /&gt;
&lt;br /&gt;
Tresses take a lot of punishment, but can&#039;t hit very hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels of damage when you look at a Tress:&amp;lt;br /&amp;gt;&lt;br /&gt;
The maiden&#039;s tress has deep bruises and cuts along its body.&amp;lt;br /&amp;gt;&lt;br /&gt;
The maiden&#039;s tress oozes green-grey sap from severe lacerations to its body.&amp;lt;br /&amp;gt;&lt;br /&gt;
The maiden&#039;s tress oozes green-grey sap from gaping holes in its body.&amp;lt;br /&amp;gt;&lt;br /&gt;
The maiden&#039;s tress leaks green-grey sap from gaping wounds in its shattered body.&amp;lt;br /&amp;gt;&lt;br /&gt;
The maiden&#039;s tress has a severely mangled body that is missing leaves - means it&#039;s almost dead.  Keep swinging!&lt;br /&gt;
&lt;br /&gt;
Rewards are Coin/Gems worth about 300 dokoras average.&lt;br /&gt;
&lt;br /&gt;
The occasional box drops are worth 1.5 gold average. Boxes are Boomers, Curses, Naphtha Soakers, Poison, Arrow traps.  100 ranks minimum.&lt;br /&gt;
&lt;br /&gt;
Still locking Hiding/Stalking at 246 with survival primary.&lt;br /&gt;
&lt;br /&gt;
Hunting with 135 Shield, 145 Parry, 120 Evasion, 140 MO, 25 Reflex and wearing Full HP armor. They hit me everytime, but never cause injuries or get through the armor. Also hunting without any buffs or bonuses and have 4 at melee.&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starlight_Sphere&amp;diff=387584</id>
		<title>Starlight Sphere</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starlight_Sphere&amp;diff=387584"/>
		<updated>2014-12-10T15:47:59Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Starlight Sphere&lt;br /&gt;
|abbrev=sls&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=200&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|spellbook=Stellar Magic&lt;br /&gt;
|prereqs=Circle 40, Starlight Sphere Quest and either [[Burn]] or [[Dinazen Olkar]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|pulse=8 to 12&lt;br /&gt;
|desc=The Starlight Sphere spell harnesses the distant, cold energy of the stars to create a sphere of stellar magic that can be directed by the caster towards an enemy.  This spell can only be cast during the night and must be anchored by a constellation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This spell relies on your targeted magic ability, but it cannot be targeted.  This spell does cold and impact damage.  This is a cyclic spell.  To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it.  This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements.  Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat.  It can be cast without a target and at hostile creatures.  It requires a minimum of fifteen mana streams, and can expand to a maximum of fifty mana streams woven into it.  To begin to be able to cast this spell, you will need to reach the rank of an adept.  By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster.  It requires the Targeted Magic skill to cast effectively.&lt;br /&gt;
|effect=pulsing single target cold/impact damage&lt;br /&gt;
|messaging=&#039;&#039;&#039;Cast:&#039;&#039;&#039;&amp;lt;br&amp;gt;Several motes of light gather, briefly forming a minute version of the constellation of &#039;&#039;&amp;lt;constellation&amp;gt;&#039;&#039; before collapsing into a &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacking:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The air takes on a sudden chill as a &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere flares and rushes at a &#039;&#039;&amp;lt;target&amp;gt;&#039;&#039;!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&amp;lt;target&amp;gt;&#039;&#039; stops suddenly, frozen in place by the flash of icy light, but only for a moment -- a flurry of activity follows as bones, flesh, and blood all snap, crackle, and rearrange themselves under the stress of the frigid starlight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The air takes on a sudden chill as a &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere flares and rushes at a &#039;&#039;&amp;lt;target&amp;gt;&#039;&#039;!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&amp;lt;target&amp;gt;&#039;&#039; stares blankly as the flesh on its right leg crystallizes instantly and falls away in icy sloops.  A skeletal appendage dangles there for a moment before it, too, shatters into frosted splinters.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=quest&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
 {{com|POINT}} {{tt|&amp;lt;target&amp;gt;}}&lt;br /&gt;
 {{com|POINT}} {{tt|sphere at &amp;lt;target&amp;gt;}}&lt;br /&gt;
Using the former command is preferable as it avoids confusion when other moon mages&#039; spheres are in the room.&lt;br /&gt;
:&#039;&#039;You gesture at the sphere.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The &amp;lt;color&amp;gt; sphere begins to move ominously towards &amp;lt;target&amp;gt;. -&#039;&#039;&#039;missile range&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A &amp;lt;adjective&amp;gt; &amp;lt;color&amp;gt; sphere drifts closer to &amp;lt;target&amp;gt;. -&#039;&#039;&#039;pole range&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;A &amp;lt;adjective&amp;gt; &amp;lt;color&amp;gt; sphere drifts very close to &amp;lt;target&amp;gt;. -&#039;&#039;&#039;melee range&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
 {{com|RELEASE}} {{tt|SLS}}&lt;br /&gt;
:&#039;&#039;You gesture at a &amp;lt;adjective&amp;gt; &amp;lt;color&amp;gt; sphere.&#039;&#039;&lt;br /&gt;
:&#039;&#039;A &amp;lt;adjective&amp;gt; &amp;lt;color&amp;gt; sphere suddenly flares with a cold light and vaporizes!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===General===&lt;br /&gt;
*Uses Moonlight Manipulation mana level to determine attunement cost.&lt;br /&gt;
*Learning the Raw Channeling attunement [[magical_feats|magical feat]] allows you to power SLS directly from your attunement; foregoing the need to hold harnessed mana or power the spell through cambrinth.&lt;br /&gt;
*Does cold and impact damage.&lt;br /&gt;
*As with all cyclic spells, the power is determined by the amount of mana it is prepared at and cannot be increased by harnessing mana or using cambrinth. Those instead act as a fuel source with the spell draining mana from cambrinth first, followed by held mana, and finally directly from your attunement if the Raw Channelling feat is known.&lt;br /&gt;
*The constellation used will determine bothe the [http://www.olwydd.org/guilds/moonmage/sls.php color] and the pulse speed of your sphere. Increased pulse rate translates to an increased attack rate and attunement cost.&lt;br /&gt;
:* [[Star Chart|Constellations]] which fill the Offense prediction pool will speed up the pulse rate and mana drain. (~8 seconds per pulse)&lt;br /&gt;
:* [[Star Chart|Constellations]] which fill the Defense prediction pool will slow down the pulse rate and mana drain. (~12 seconds per pulse)&lt;br /&gt;
:* [[Star Chart|Constellations]] which fill neither the Offense or Defense prediction pools will have the standard pulse rate and mana drain. (~10 seconds per pulse)&lt;br /&gt;
*The descriptive adjective varies from caster to caster and is not able to be changed.&lt;br /&gt;
*:Possible adjectives: flaring, glowing, pulsating, shimmering, shining, sparkling, translucent.&lt;br /&gt;
*Holding a {{ilink|i|Glowing iron fragment}} in your hands at cast will yield a higher mana sphere without the increased mana cost.&lt;br /&gt;
*Auto-engages any target that advances on you.&lt;br /&gt;
*Mana costs will decrease significantly when the sphere is idling outside of combat.&lt;br /&gt;
:*E.g. at 15 mana the sphere will act as a 3-4 mana sphere for purposes of determining mana cost while out of combat.&lt;br /&gt;
:*Pulses within combat where the sphere doesn&#039;t attack (i.e. it faces a new target or advances towards them) will cost the full amount of attunement, not the reduced amount.&lt;br /&gt;
&lt;br /&gt;
===Limitations===&lt;br /&gt;
*Can only be cast at night. The sphere will dissipate the moment the sun rises.&lt;br /&gt;
*At base (15 mana) it cannot affect undead, above base mana it can.&lt;br /&gt;
&lt;br /&gt;
===Tips on Maintenance===&lt;br /&gt;
This spell has a particularly high attunement cost, and so can be challenging to maintain. The following are some tips to help mitigate and manage these costs.&lt;br /&gt;
*TM learning is primarily based on the difficulty of the creature you are hunting, and the mana put into the spell only acts as a modifier to this. As such, don&#039;t worry about not being able to maintain this spell at or near your personal cap. Casting it with a lower amount, even minimum prep, is just fine. Especially if you cannot maintain it at higher amounts.&lt;br /&gt;
*Use a constellation linked to Defense to slow down your pulse rate. This will slow down your attack rate in addition to the rate of mana drain, but that is a moot point if you cannot maintain the attunement cost at the higher rate of drain.&lt;br /&gt;
:*Good options are the Giant and the Magpie because these are available year round.&lt;br /&gt;
*Raw Channelling is required if you don&#039;t want to constantly maintain your sphere by charging cambrinth or harnessing mana. Be aware, however, that this means you are casting the full prep amount in one go every pulse and the attunement cost for this can be quite prohibitive.&lt;br /&gt;
*At lower ranks or on low mana days, using cambrinth or held mana will probably be required to maintain a sphere for any length of time.&lt;br /&gt;
:*Break up the mana cost into parts and charge your cambrinth or harness mana multiple times per pulse. E.g. if you prepared it at 15 mana, then charge your cambrinth 3 times per pulse with 5 mana each time, or twice per pulse with 8 mana.&lt;br /&gt;
:*The main disadvantage to this is that you will likely not be able to do very much but maintain your sphere due to the roundtimes. Using held mana can also lead to damaged nerves.&lt;br /&gt;
:*Note: You only have to invoke the cambrinth once as long as it doesn&#039;t drain completely, but be aware that the link will eventually fade after 5 to 10 minutes regardless so be prepared to re-invoke it or you will lose your sphere.&lt;br /&gt;
*You can combine the cambrinth and Raw Channelling methods by using {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; &amp;lt;#&amp;gt;}} to only drain a limited amount from the cambrinth each pulse.&lt;br /&gt;
:*E.g. if you prepared it with 15 mana, you could invoke your cambrinth with a limit of 5 mana and then you only need to charge your cambrinth once per pulse with 5 mana and would only have to provide 10 mana per pulse through Raw Channelling rather than the full 15. &lt;br /&gt;
*Useful feats to have:&lt;br /&gt;
:*Raw channelling: This allows you to fuel the sphere directly from your attunement making it set and forget. Also useful for Moongate and especially Steps of Vuan, so it is worth getting even if you don&#039;t want to use it for this spell. Attunement costs will be higher by using the set and forget method, but knowing this feat doesn&#039;t preclude you from using the cambrinth or held mana methods so don&#039;t let that be a deterrent to choosing this.&lt;br /&gt;
:*Dedicated Cambrinth Use: This allows you to set cambrinth to only work for cyclic spells or only for standard spells. This is useful in two ways:&lt;br /&gt;
::*If you know Raw Channelling and are maintaining directly from your attunement then you can {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; spell}} to prevent your sphere from using the cambrinth. This requires the Dedicated Cambrinth Use feat, and without this it becomes impossible to boost standard spells with cambrinth because the cyclic drains it before you can cast the spell.&lt;br /&gt;
::*If you are using cambrinth to fuel your sphere then you can {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; cyclic}} to prevent standard spells from using the mana stored in your cambrinth. This is useful so that you can still cast standard spells without draining your sphere&#039;s resource.&lt;br /&gt;
::*If you are combining both cambrinth and Raw Channelling to maintain your sphere via setting a limit on cambrinth drain then you can use {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; &amp;lt;#&amp;gt; cyclic}} to set your cambrinth to only drain a specific amount and still let you cast standard spells without draining your sphere&#039;s resource.&lt;br /&gt;
:*Deep Attunement: This improves your natural attunement regeneration rate. This will help a lot with being able to maintain a sphere, and is useful for any high cost spell casting situation. Worth getting for multiple reasons.&lt;br /&gt;
:*Efficient Channelling: This reduces your cyclic spell attunement costs by 10%. Very useful for this spell if you know Raw Channelling. This is much more focused than Deep Attunement so you won&#039;t get much benefit from it except with this spell, since the other cyclic spells Moon Mages have are not attunement intensive. Still very useful to have if you want to use SLS with any frequency.&lt;br /&gt;
:*Efficient Harnessing: This only reduces attunement costs when harnessing mana directly, so it is only really useful if you are using the harnessed mana method to power your sphere.&lt;br /&gt;
*Useful spells:&lt;br /&gt;
:*[[Aura Sight]]: The buff to {{skill|attunement}} will reduce attunement costs. Always have this up while using a sphere.&lt;br /&gt;
:*[[Shadowling]]: The extra attunement regeneration provided by a shadowling is significant and a must have for using a sphere. It is up to you whether you want to {{com|invoke}} your shadowling or not, since there are advantages either way. Because the sphere can only be used at night, you can easily use a single cast of an un-invoked shadowling to last a very long time. Invoking it, however, provides mobility.&lt;br /&gt;
:*[[Blessing of the Fae]]: This spell works like a shadowling to provide additional attunement regeneration. This is a signature cyclic Bard spell, so you can only receive its effects from a Bard who remains in the same room as you. If you hunt with a Bard, make sure to ask them to use this.&lt;br /&gt;
&lt;br /&gt;
===Movement Messages===&lt;br /&gt;
* A &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere drifts in with a hiss, following you.&lt;br /&gt;
* A &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere crackles with luminescence, its previous target unavailable.&lt;br /&gt;
* A &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; buoys above your head like a guardian star, appearing nigh-erased by the sunlight.&lt;br /&gt;
* An aura of what feels like frozen light radiates from a &#039;&#039;&amp;lt;adjective&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; sphere.&lt;br /&gt;
&lt;br /&gt;
===Sphere Description===&lt;br /&gt;
*{{com|LOOK}} sphere&lt;br /&gt;
: The sphere is a nearly translucent globe of light only two fingers in width.&lt;br /&gt;
: Sparkling with brilliant red shades of color, it leaves a barely noticeable trail of frost hanging delicately in the air when it moves.&lt;br /&gt;
: It is currently not attempting to attack anyone.&lt;br /&gt;
: This sphere was created by you.&lt;br /&gt;
: [POINT at a target to direct the sphere to attack it.]&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=386998</id>
		<title>Moon Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=386998"/>
		<updated>2014-12-03T16:54:30Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Starting Spell Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Moon Mage specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon Mage guild. Here, you’ll find elegance, cleverness, a connection with something greater than the mere antics of a small world in a vast cosmos. If you want to make your foes explode in a shower of fire and ice, this guild isn’t for you. If you want to rely on the power of fickle Immortals, this guild isn’t for you. If you want to bludgeon your enemies to death with a clumsy weapon of steel, this guild isn’t for you. If, on the other hand, you want to twist the very fabric of fate to your advantange, pick apart the subtle insecurities in your foes subconscious, and bend time and space to your very whim, then oh yes, you have come to the right place. &lt;br /&gt;
&lt;br /&gt;
The path of the Moon Mage is not one of blood and glory and conquest, but rather of careful study, precise deliberation, and decisive action. We are the purveyors of the stars, of immense and ancient forces, predictable with enough study, but never controllable. Your power will wax with the rising of the three moons of Elanthia, and will wane with their setting. As you grow in power, you will learn to read the skies to your benefit and your enemy’s detriment, to cross the entire breadth of the lands in a moment. Welcome to being a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Moon Mage ===&lt;br /&gt;
The Moon Mage guild was originally founded by six groups, or [[sects]], of magic users that were unified by their prophetic ability and use of lunar magic during en event known as the [[Lunar Accord]]. Each [[sects|sect]] had a unique philosophic approach to the use of these abilities, and many of these differences persist to the present at least in part to the relatively recent [[Mirror_Wraith_Prophecy|re-emergence of the original sects]]. Although not every (or even most) students choose to join one of the [[sects]], studying the philosophy of at least one is an excellent way to explore ones&#039; own relationship with fate.&lt;br /&gt;
&lt;br /&gt;
The Current Sects Are:&amp;lt;br/&amp;gt;&lt;br /&gt;
*The [[Celestial_Compact|Celestial Compact]] is a group of astrologers and politicians who seek to shape [[Kermoria]] with their knowledge of the future.&lt;br /&gt;
*The [[Fortune&#039;s_Path|Followers of Fortunes Path]] are often carefree, but occasionally fatalistic, wanderers who strive to follow the whims of fate.&lt;br /&gt;
*The [[Monks of the Crystal Hand]] are stoic and ascetic seekers of transcendence.&lt;br /&gt;
*The [[Nomads_of_the_Arid_Steppe|Nomads of the Arid Steppe]] are an association of tribesmen who seek guidance from  the stars and their ancestors.&lt;br /&gt;
*The [[Progeny_of_Tezirah|Projent of Tezirah]] are masters of both shadow magic and backroom politics.&lt;br /&gt;
*The [[Prophets_of_G&#039;nar_Peth|Prophets of G&#039;nar Peth]] are seekers of Esoteric knowledge who many believe are afflicted with madness.&lt;br /&gt;
*[[Heritage House]] is an emergent [[sects|sect]] that strives to unify the divergent perspective of the guild into a single coherent philosophy.&lt;br /&gt;
&lt;br /&gt;
===Training your Moon Mage===&lt;br /&gt;
Take a look at the guild circling requirements. You’ll notice it’s pretty much all magic, all the way down. While you only need four magics trained up to 10th circle, you’ll quickly start needing additional magic skills. To this end, it is recommended that you select spells that will allow you to train each of the [[magic]] skills, [[Augmentation]], [[Debilitation]], [[Targeted  Magic]], [[Utility]], and [[Warding]]. Since training [[Astrology]] is somewhat slow going at first, it is also recommended that you learn the spell [[Piercing Gaze]] to facilitate observations in cloudy weather.&lt;br /&gt;
&lt;br /&gt;
Moon Mages are [[Magic]] Primary, [[Survival]] and [[Lore]] Secondary, and [[Weapon]] and [[Armor]] Tertiary. To that end, [[Magic]] will always be your strongest tool, while [[Weapons]] and [[Armor]] your weakest. You may of course train whatever you want, but it is advisable to focus on lighter faster weapons and less hindering armors. &lt;br /&gt;
&lt;br /&gt;
====[[Magic|Magic Skills]]====&lt;br /&gt;
This is what you will excel at. Your ability with [[Targeted_Magic|Targeted]] and [[Debilitation]] magics will always be better than your ability to swing a sword, and the [[Warding|Wards]] you create will be more potent than any armor. Train your magics, and train them hard. We&#039;ll talk more about spell selection later, but as an overview, some very potent and unique spells within the Moon Mage arsenal to look at are, in no particular order, [[Starlight Sphere]], [[Mind Shout]], [[Moonblade]], [[Telekinetic Storm]], [[Mental Blast]], [[Moongate]], and [[Invocation of the Spheres]].&lt;br /&gt;
&lt;br /&gt;
====[[Astrology|Training Astrology]]====&lt;br /&gt;
The guild skill is [[Astrology]], which is trained by observing the cosmos and making [[predictions]]. You can start by OBSERVE SKY, which will show you all the celestial objects you can perceive. As you circle, your guild leader will teach you how to understand more and more celestial objects. If you OBSERVE a constellation you have been taught, you may learn something about it.&lt;br /&gt;
&lt;br /&gt;
Each of celestial object governs a skillset, Defense, Event, Lore, Magic, Offense, Survival and All. Each time you observe an object, it adds a bit of knowledge to a prediction pool of that skillset. If you PREDICT STATE LORE, you will see how much you have learned about the Lore skillset from observing the heavens. Once a [[prediction]] pool is sufficiently filled, you can ALIGN to a given skillset or even a specific skill, and then PREDICT FUTURE &amp;lt;person&amp;gt;. This will give you a vision about the prediction, which may look something like this;&lt;br /&gt;
&lt;br /&gt;
You look inside yourself in an attempt to see beyond the now.&amp;lt;br /&amp;gt;&lt;br /&gt;
After a few moments, the mists of time begin to part.&amp;lt;br /&amp;gt;&lt;br /&gt;
You see the midday sun warming you under its soft face.&amp;lt;br /&amp;gt;&lt;br /&gt;
You see a young boy taking his vows of apprenticeship.&amp;lt;br /&amp;gt;&lt;br /&gt;
A man stands in darkness clad in plate armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
A shiver runs through your spine.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Evaluating visions is a tricky business, but there’s some method to the madness. Read a bit about [[prediction]]. At 10th circle you can start Event Prediction, a handy way of training Astrology without running the risk of cursing someone, and also a means of telling what is going on in the realms and what is to come. If you STUDY SKY, you’ll start filling your Event prediction pool. When you have studied the sky sufficiently, you can PREDICT FUTURE EVENT, which will give you a vision, and teach Astrology.&lt;br /&gt;
&lt;br /&gt;
Soon, you’ll want to pick up a divining tool, like a set of bones to cast, or starcharts to study, etc. Each of these tools are affiliated with a type of Moon Mage, which is a primarily role playing choice, though there are some differences.&lt;br /&gt;
&lt;br /&gt;
====[[Survival|Survival Skills]]====&lt;br /&gt;
Moon Mages are Survival Secondary, so have a definite Survival requirement for their training. If you plan on hunting, [[Skinning]], [[Stealth]], [[Evasion]], and maybe [[Locksmithing]] all represent good choices to focus on. If you don’t plan on hunting (a possible, though unadvisable path), [[Athletics]], [[Outdoorsmanship]], [[Perception]], and [[First Aid]] will be your focus. Keep in mind that after 10th circle you will have a fifth survival skill requirement, so will likely have to participate in combat, or choose to learn at least one skill from [[Scholarship skill#teaching|classes]].&lt;br /&gt;
&lt;br /&gt;
====[[Lore|Lore Skills]]====&lt;br /&gt;
Being Lore secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Forging]] isn’t a bad choice, as it will improve the power of your [[Moonblade]] if you choose to use it, though [[Enchanting]], a currently unreleased [[crafting|craft]], will likely be a better choice for Moon Mages. [[Scholarship]] can be earned from [[Scholarship#teaching|classes]] and studying star charts, [[Performance]] can be learned while playing instruments, and [[Appraisal]] can be learned either by APPRAISEing creatures or gear.&lt;br /&gt;
&lt;br /&gt;
====[[Weapons]] and [[Armor]]====&lt;br /&gt;
Being tertiary, these are much trickier to move effectively for a Moon Mage than the other skillsets. In fact, many Moon Mages choose not to rely on physical weapons and armors, training them only for the [[TDPs]]. Being tertiary, it is quite easy to keep a large number of these skills moving at once, so depending on your training goals, may be a skillset that you simply use as a hobby. &lt;br /&gt;
&lt;br /&gt;
A good starting focus for Moon Mages is a [[Small Edged]], [[Small Blunt]], [[Light Thrown]], [[Bow]], and [[Light_Armor_skill|Leather or Cloth armor (Light Armor]]), and swapping in [[Chain_Armor_skill|Chain]] or even [[Brigandine_Armor_skill|Brigandine]] armor. Since you’ll want to use [[Stealth]] if you’re hunting, make sure you’re in [[Light_Armor_skill|Light Armor]] when you hide on your foes.&lt;br /&gt;
&lt;br /&gt;
Later on, you’ll be able to summon a [[Shadow Servant]], which will allow you to hold a much greater number of objects, and keeping extra weapons and armor for training becomes much easier. But make no mistake, in a fight, relying on your weapons is relying on your weakest skillset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
Moon Mages can travel throughout the realms easiest of any guild. With sufficient skill, a Moon Mage can [[Locate]] any player under an open sky and either [[teleport]] to them, [[Riftal_Summons|summon]] them to the Moon Mages location, or open a [[Moon Gate]], a portal that allows anyone to travel between. &lt;br /&gt;
&lt;br /&gt;
Around 40th circle, Moon Mages will learn to [[Astral_travel|Walk the Ways]], utilizing powerful Lunar artifacts scattered around Elanthia as a sort of fast transit system, similar to a subway that allows a rider to travel around a city at great speed. At 100th circle, Moon Mages will learn how to enter the Ways from any location, similar to… a completely insane person who jumps the tracks and hops on a fast moving train. &lt;br /&gt;
&lt;br /&gt;
It is worth pointing out that all of a Moon Mages mobility tools are fraught with peril and extreme risk of life and limb to the Moon Mage, and even in some cases to bystanders. The inexperienced Moon Mage that isn’t paying attention to the forces they are attempting to utilize will quickly find themselves vaporized, their bodies becoming but a smear of blood and bone. &lt;br /&gt;
&lt;br /&gt;
Additionally, Moon Mages have the power of [[Prediction]]. As they observe the cosmos, they gain a deeper understanding of the turning of Fate. By utilizing this knowledge, a Moon Mage can enhance their ability in a single skill. As a Moon Mage gains a deeper understanding Fate, they will have an easier time manipulating it, even being able to curse their foes.&lt;br /&gt;
&lt;br /&gt;
Astrology is also tied to [[Moon Mage Enchanting]], which is not to be confused with the not yet implemented crafting skill Enchanting. This system involves studying celestial bodies and inscribing their sigils upon various objects in a certain order to create various effects. The system is currently somewhat in flux, though many Lunar Enchantments still exist.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
Choosing starting spells for a Moon mage can be a rather daunting task, especially considering that the sheer volume of paths one can take and that the number of prerequisite spells is large compared to other guilds. One first needs to make the decision if you are going to learn towards or away from combat, since Moon mages can be successful anywhere on the spectrum since they have no actual combat skill requirements. A neutral approach can also be successful and each has their own benefits and issues to deal with.&lt;br /&gt;
&lt;br /&gt;
For the combat leaning Moon mage, the most common choice for a first spell would be [[Telekinetic Throw]] to start gaining ranks in Targeted Magic skill. However, [[Shadows]] is also good for those who wish to be more physical in combat and want to train stealth. If you choose your first [[Targeted Magic]] spell after you select [[shadows]], [[Dinazen Olkar]] is an excellent alternative to [[Telekinetic Throw]]. Late bloomers might even consider [[Partial Displacement]] if they select their first combat spell after 10th circle. If you are heavily interested in combat, selecting your first [[Debilitation]] spell early will help you avoid having this skill fall behind your combat skills. Although [[Mental Blast]] is the penultimate moon mage [[debilitation]] spell are you will likely choose [[calm]] or [[Dazzle]] first. [[Dazzle]] has perhaps more long term utility since [[calm]] will later be eclipsed  by other spells (mostly [[Mental Blast]]), however it has the major disadvantage of being unusable underground or without the [[Sun]], [[Xibar]] or [[Yavash]] above the horizon. [[Calm]], on the other hand, is usable at all times and is a prerequisite for many other spells, including the [[Psychic Shield]], which will probably be your first [[warding]] spell.&lt;br /&gt;
&lt;br /&gt;
For the (at least initially) non-combat leaning Moon mage, the common choice of spell is [[Clear Vision]], which allows access to many essential [[Augmentation]] and [[Utility]] spells. After that [[Piercing Gaze]] will pierce through inclement weather to allow you to train your [[Astrology]] skill even when clouds obscure the heavens. [[Aura Sight]] will boost your [[Attunement]] and [[Astrology]] skills, which will allow you to cast more spells without needing a break and improve the potency of your observations and [[prediction|predictions]]. All of the spells, are, unfortunately, [[Augmentation]] spells and you will likely want to train the other major non-combat magic skill, [[utility]], at some point. If you choose [[Shadows]] you can later learn [[Focus Moonbeam]] at second circle for no cost, which makes this path a very attractive alternative. [[Focus Moonbeam]] is also required for several different later spells such as [[Moonblade]], [[Moongate]], [[Distant Gaze]] and [[Shadewatch Mirror]] and is a major building block in your future repoire. In addition to this the spell [[Shift Moonbeam]] will allow you greater manipulation of your moonbeam allowing you to send it to other locations and facilitate easy movement through [[Teleport]] and [[Moongate]].&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
For stats, a good first goal is getting everything to a reasonable minimum (people often advocate 30). This will give you a good base. &lt;br /&gt;
&lt;br /&gt;
Next, if you are combat focused, you&#039;ll probably want to keep [[Reflex]] high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. [[Discipline]] will improve your ability to hide and your ability to target spells. [[Intelligence]] and [[Wisdom]] will improve spell damage. All three [[statistics]] will improve your ability with [[contested_spells|Debilitation contests]]. [[Charisma]] will be helpful in [[Contested_Abilities#Contest Stat &amp;quot;Weighting&amp;quot;|charm vs mind]] attacks but [[Calm]] is the only such spell we have in our spell book. [[Stamina]] should not be neglected as it will improve your ability to withstand damage and avoid fatigue. [[Agility]] will aid in your ability to hit things, as well as help with parrying. [[Strength]] and [[Stamina]] are likely the stats you can train to a certain range and then ignore, as you will not need to rely on hitting things harder, nor surviving blows better, for some time. Strength affects how much weight you can carry, which may be useful until you can summon a [[Shadow Servant]]. &lt;br /&gt;
&lt;br /&gt;
Outside of combat one can choose to focus on mental abilities. [[Intelligence]] and [[Wisdom]] are very important in speeding your learning rate and should be the foundation of your abilities. [[Wisdom]] also improves the probability that a prediction will have a positive result. [[Intelligence]] and [[Discipline]] both increase [[concentration]] and are therefore very important in spell casting. Although it is often neglected, [[Charisma]] does improve your ability to [[Prediction#bonding|bond]] with [[Prediction#tools|prediction tools]] and strength of your [[predictions]] and can be useful. Basically, Moon Mages are the archetypal magical intellectual. You can and probably should focus principally on mentals, then on Reflex or Agility, and finally on Strength and Stamina.&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. [[Small Edged]] and [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. It might be worth mentioning that [[Moonblade]] can be shaped into a [[Small_Edged|Small Edge]], [[Large_Edged|Large Edge]], [[Twohanded_Edged_skill|Two handed Edge]], and [[Quarterstaff]] weapon, so if you enjoy using [[moonblade|Moonweapons]], training those weapons from the start is a good idea, though you&#039;ll probably want to pick up lightened versions of the heavier weapons. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. If you choose a [[runestone]] that contains a non-lunar spell you will also learn [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
Holder&lt;br /&gt;
&lt;br /&gt;
(more to come)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=386997</id>
		<title>Moon Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=386997"/>
		<updated>2014-12-03T16:51:06Z</updated>

		<summary type="html">&lt;p&gt;JHALIASCLERIC: /* Training Astrology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Moon Mage specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
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For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon Mage guild. Here, you’ll find elegance, cleverness, a connection with something greater than the mere antics of a small world in a vast cosmos. If you want to make your foes explode in a shower of fire and ice, this guild isn’t for you. If you want to rely on the power of fickle Immortals, this guild isn’t for you. If you want to bludgeon your enemies to death with a clumsy weapon of steel, this guild isn’t for you. If, on the other hand, you want to twist the very fabric of fate to your advantange, pick apart the subtle insecurities in your foes subconscious, and bend time and space to your very whim, then oh yes, you have come to the right place. &lt;br /&gt;
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The path of the Moon Mage is not one of blood and glory and conquest, but rather of careful study, precise deliberation, and decisive action. We are the purveyors of the stars, of immense and ancient forces, predictable with enough study, but never controllable. Your power will wax with the rising of the three moons of Elanthia, and will wane with their setting. As you grow in power, you will learn to read the skies to your benefit and your enemy’s detriment, to cross the entire breadth of the lands in a moment. Welcome to being a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Moon Mage ===&lt;br /&gt;
The Moon Mage guild was originally founded by six groups, or [[sects]], of magic users that were unified by their prophetic ability and use of lunar magic during en event known as the [[Lunar Accord]]. Each [[sects|sect]] had a unique philosophic approach to the use of these abilities, and many of these differences persist to the present at least in part to the relatively recent [[Mirror_Wraith_Prophecy|re-emergence of the original sects]]. Although not every (or even most) students choose to join one of the [[sects]], studying the philosophy of at least one is an excellent way to explore ones&#039; own relationship with fate.&lt;br /&gt;
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The Current Sects Are:&amp;lt;br/&amp;gt;&lt;br /&gt;
*The [[Celestial_Compact|Celestial Compact]] is a group of astrologers and politicians who seek to shape [[Kermoria]] with their knowledge of the future.&lt;br /&gt;
*The [[Fortune&#039;s_Path|Followers of Fortunes Path]] are often carefree, but occasionally fatalistic, wanderers who strive to follow the whims of fate.&lt;br /&gt;
*The [[Monks of the Crystal Hand]] are stoic and ascetic seekers of transcendence.&lt;br /&gt;
*The [[Nomads_of_the_Arid_Steppe|Nomads of the Arid Steppe]] are an association of tribesmen who seek guidance from  the stars and their ancestors.&lt;br /&gt;
*The [[Progeny_of_Tezirah|Projent of Tezirah]] are masters of both shadow magic and backroom politics.&lt;br /&gt;
*The [[Prophets_of_G&#039;nar_Peth|Prophets of G&#039;nar Peth]] are seekers of Esoteric knowledge who many believe are afflicted with madness.&lt;br /&gt;
*[[Heritage House]] is an emergent [[sects|sect]] that strives to unify the divergent perspective of the guild into a single coherent philosophy.&lt;br /&gt;
&lt;br /&gt;
===Training your Moon Mage===&lt;br /&gt;
Take a look at the guild circling requirements. You’ll notice it’s pretty much all magic, all the way down. While you only need four magics trained up to 10th circle, you’ll quickly start needing additional magic skills. To this end, it is recommended that you select spells that will allow you to train each of the [[magic]] skills, [[Augmentation]], [[Debilitation]], [[Targeted  Magic]], [[Utility]], and [[Warding]]. Since training [[Astrology]] is somewhat slow going at first, it is also recommended that you learn the spell [[Piercing Gaze]] to facilitate observations in cloudy weather.&lt;br /&gt;
&lt;br /&gt;
Moon Mages are [[Magic]] Primary, [[Survival]] and [[Lore]] Secondary, and [[Weapon]] and [[Armor]] Tertiary. To that end, [[Magic]] will always be your strongest tool, while [[Weapons]] and [[Armor]] your weakest. You may of course train whatever you want, but it is advisable to focus on lighter faster weapons and less hindering armors. &lt;br /&gt;
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====[[Magic|Magic Skills]]====&lt;br /&gt;
This is what you will excel at. Your ability with [[Targeted_Magic|Targeted]] and [[Debilitation]] magics will always be better than your ability to swing a sword, and the [[Warding|Wards]] you create will be more potent than any armor. Train your magics, and train them hard. We&#039;ll talk more about spell selection later, but as an overview, some very potent and unique spells within the Moon Mage arsenal to look at are, in no particular order, [[Starlight Sphere]], [[Mind Shout]], [[Moonblade]], [[Telekinetic Storm]], [[Mental Blast]], [[Moongate]], and [[Invocation of the Spheres]].&lt;br /&gt;
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====[[Astrology|Training Astrology]]====&lt;br /&gt;
The guild skill is [[Astrology]], which is trained by observing the cosmos and making [[predictions]]. You can start by OBSERVE SKY, which will show you all the celestial objects you can perceive. As you circle, your guild leader will teach you how to understand more and more celestial objects. If you OBSERVE a constellation you have been taught, you may learn something about it.&lt;br /&gt;
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Each of celestial object governs a skillset, Defense, Event, Lore, Magic, Offense, Survival and All. Each time you observe an object, it adds a bit of knowledge to a prediction pool of that skillset. If you PREDICT STATE LORE, you will see how much you have learned about the Lore skillset from observing the heavens. Once a [[prediction]] pool is sufficiently filled, you can ALIGN to a given skillset or even a specific skill, and then PREDICT FUTURE &amp;lt;person&amp;gt;. This will give you a vision about the prediction, which may look something like this;&lt;br /&gt;
&lt;br /&gt;
You look inside yourself in an attempt to see beyond the now.&amp;lt;br /&amp;gt;&lt;br /&gt;
After a few moments, the mists of time begin to part.&amp;lt;br /&amp;gt;&lt;br /&gt;
You see the midday sun warming you under its soft face.&amp;lt;br /&amp;gt;&lt;br /&gt;
You see a young boy taking his vows of apprenticeship.&amp;lt;br /&amp;gt;&lt;br /&gt;
A man stands in darkness clad in plate armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
A shiver runs through your spine.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Evaluating visions is a tricky business, but there’s some method to the madness. Read a bit about [[prediction]]. At 10th circle you can start Event Prediction, a handy way of training Astrology without running the risk of cursing someone, and also a means of telling what is going on in the realms and what is to come. If you STUDY SKY, you’ll start filling your Event prediction pool. When you have studied the sky sufficiently, you can PREDICT FUTURE EVENT, which will give you a vision, and teach Astrology.&lt;br /&gt;
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Soon, you’ll want to pick up a divining tool, like a set of bones to cast, or starcharts to study, etc. Each of these tools are affiliated with a type of Moon Mage, which is a primarily role playing choice, though there are some differences.&lt;br /&gt;
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====[[Survival|Survival Skills]]====&lt;br /&gt;
Moon Mages are Survival Secondary, so have a definite Survival requirement for their training. If you plan on hunting, [[Skinning]], [[Stealth]], [[Evasion]], and maybe [[Locksmithing]] all represent good choices to focus on. If you don’t plan on hunting (a possible, though unadvisable path), [[Athletics]], [[Outdoorsmanship]], [[Perception]], and [[First Aid]] will be your focus. Keep in mind that after 10th circle you will have a fifth survival skill requirement, so will likely have to participate in combat, or choose to learn at least one skill from [[Scholarship skill#teaching|classes]].&lt;br /&gt;
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====[[Lore|Lore Skills]]====&lt;br /&gt;
Being Lore secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Forging]] isn’t a bad choice, as it will improve the power of your [[Moonblade]] if you choose to use it, though [[Enchanting]], a currently unreleased [[crafting|craft]], will likely be a better choice for Moon Mages. [[Scholarship]] can be earned from [[Scholarship#teaching|classes]] and studying star charts, [[Performance]] can be learned while playing instruments, and [[Appraisal]] can be learned either by APPRAISEing creatures or gear.&lt;br /&gt;
&lt;br /&gt;
====[[Weapons]] and [[Armor]]====&lt;br /&gt;
Being tertiary, these are much trickier to move effectively for a Moon Mage than the other skillsets. In fact, many Moon Mages choose not to rely on physical weapons and armors, training them only for the [[TDPs]]. Being tertiary, it is quite easy to keep a large number of these skills moving at once, so depending on your training goals, may be a skillset that you simply use as a hobby. &lt;br /&gt;
&lt;br /&gt;
A good starting focus for Moon Mages is a [[Small Edged]], [[Small Blunt]], [[Light Thrown]], [[Bow]], and [[Light_Armor_skill|Leather or Cloth armor (Light Armor]]), and swapping in [[Chain_Armor_skill|Chain]] or even [[Brigandine_Armor_skill|Brigandine]] armor. Since you’ll want to use [[Stealth]] if you’re hunting, make sure you’re in [[Light_Armor_skill|Light Armor]] when you hide on your foes.&lt;br /&gt;
&lt;br /&gt;
Later on, you’ll be able to summon a [[Shadow Servant]], which will allow you to hold a much greater number of objects, and keeping extra weapons and armor for training becomes much easier. But make no mistake, in a fight, relying on your weapons is relying on your weakest skillset.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
Moon Mages can travel throughout the realms easiest of any guild. With sufficient skill, a Moon Mage can [[Locate]] any player under an open sky and either [[teleport]] to them, [[Riftal_Summons|summon]] them to the Moon Mages location, or open a [[Moon Gate]], a portal that allows anyone to travel between. &lt;br /&gt;
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Around 40th circle, Moon Mages will learn to [[Astral_travel|Walk the Ways]], utilizing powerful Lunar artifacts scattered around Elanthia as a sort of fast transit system, similar to a subway that allows a rider to travel around a city at great speed. At 100th circle, Moon Mages will learn how to enter the Ways from any location, similar to… a completely insane person who jumps the tracks and hops on a fast moving train. &lt;br /&gt;
&lt;br /&gt;
It is worth pointing out that all of a Moon Mages mobility tools are fraught with peril and extreme risk of life and limb to the Moon Mage, and even in some cases to bystanders. The inexperienced Moon Mage that isn’t paying attention to the forces they are attempting to utilize will quickly find themselves vaporized, their bodies becoming but a smear of blood and bone. &lt;br /&gt;
&lt;br /&gt;
Additionally, Moon Mages have the power of [[Prediction]]. As they observe the cosmos, they gain a deeper understanding of the turning of Fate. By utilizing this knowledge, a Moon Mage can enhance their ability in a single skill. As a Moon Mage gains a deeper understanding Fate, they will have an easier time manipulating it, even being able to curse their foes.&lt;br /&gt;
&lt;br /&gt;
Astrology is also tied to [[Moon Mage Enchanting]], which is not to be confused with the not yet implemented crafting skill Enchanting. This system involves studying celestial bodies and inscribing their sigils upon various objects in a certain order to create various effects. The system is currently somewhat in flux, though many Lunar Enchantments still exist.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
====Starting Spell Choices====&lt;br /&gt;
Choosing starting spells for a Moon mage can be a rather daunting task, especially considering that the sheer volume of paths one can take and that the number of prerequisite spells is large compared to other guilds. One first needs to make the decision if you are going to learn towards or away from combat, since Moon mages can be successful anywhere on the spectrum since they have no actual combat skill requirements. A neutral approach can also be successful and each has their own benefits and issues to deal with.&lt;br /&gt;
&lt;br /&gt;
For the combat leaning Moon mage, the most common choice for a first spell would be [[Telekinetic Throw]] to start gaining ranks in Targeted Magic skill. However, [[Shadows]] is also good for those who wish to be more physical in combat and want to train stealth. If you choose your first [[Targeted Magic]] spell after you select [[shadows]], [[Dinazen Olkar]] is an excellent alternative to [[Telekinetic Throw]]. Late bloomers might even consider [[Partial Displacement]] if they select their first combat spell after 10th circle. If you are heavily interested in combat, selecting your first [[Debilitation]] spell early will help you avoid having this skill fall behind your combat skills. Although [[Mental Blast]] is the penultimate moon mage [[debilitation]] spell are you will likely choose [[calm]] or [[Dazzle]] first. [[Dazzle]] has perhaps more long term utility since [[calm]] will later be eclipsed  by other spells (mostly [[Mental Blast]]), however it has the major disadvantage of being unusable underground or without the [[Sun]], [[Xibar]] or [[Yavash]] above the horizon. [[Calm]], on the other hand, is usable at all times and is a prerequisite for many other spells, including the [[Psychic Shield]], which will probably be your first [[warding]] spell.&lt;br /&gt;
&lt;br /&gt;
For the (at least initially) non-combat leaning Moon mage, the common choice of spell is [[Clear Vision]], which allows access to many essential [[Augmentation]] and [[Utility]] spells. After that [[Piercing Gaze]] will pierce through in climate weather to allow you to train your [[Astrology]] skill even when clouds obscure the heavens. [[Aura Sight]] will boost your [[Attunement]] and [[Astrology]] skills, which will allow you to cast more spells without needing a break and improve the potency of your observations and [[prediction|predictions]]. All of the spells, are, unfortunately, [[Augmentation]] spells and you will likely want to train the other major non-combat magic skill, [[utility]], at some point. If you choose [[Shadows]] you can later learn [[Focus Moonbeam]] at second circle for no cost, which makes this path a very attractive alternative. [[Focus Moonbeam]] is also required for several different later spells such as [[Moonblade]], [[Moongate]], [[Distant Gaze]] and [[Shadewatch Mirror]] and is a major building block in your future repoire. In addition to this the spell [[Shift Moonbeam]] will allow you greater manipulation of your moonbeam allowing you to send it to other locations and facilitate easy movement through [[Teleport]] and [[Moongate]].&lt;br /&gt;
&lt;br /&gt;
====[[Attributes|Statistic Training]]====&lt;br /&gt;
For stats, a good first goal is getting everything to a reasonable minimum (people often advocate 30). This will give you a good base. &lt;br /&gt;
&lt;br /&gt;
Next, if you are combat focused, you&#039;ll probably want to keep [[Reflex]] high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. [[Discipline]] will improve your ability to hide and your ability to target spells. [[Intelligence]] and [[Wisdom]] will improve spell damage. All three [[statistics]] will improve your ability with [[contested_spells|Debilitation contests]]. [[Charisma]] will be helpful in [[Contested_Abilities#Contest Stat &amp;quot;Weighting&amp;quot;|charm vs mind]] attacks but [[Calm]] is the only such spell we have in our spell book. [[Stamina]] should not be neglected as it will improve your ability to withstand damage and avoid fatigue. [[Agility]] will aid in your ability to hit things, as well as help with parrying. [[Strength]] and [[Stamina]] are likely the stats you can train to a certain range and then ignore, as you will not need to rely on hitting things harder, nor surviving blows better, for some time. Strength affects how much weight you can carry, which may be useful until you can summon a [[Shadow Servant]]. &lt;br /&gt;
&lt;br /&gt;
Outside of combat one can choose to focus on mental abilities. [[Intelligence]] and [[Wisdom]] are very important in speeding your learning rate and should be the foundation of your abilities. [[Wisdom]] also improves the probability that a prediction will have a positive result. [[Intelligence]] and [[Discipline]] both increase [[concentration]] and are therefore very important in spell casting. Although it is often neglected, [[Charisma]] does improve your ability to [[Prediction#bonding|bond]] with [[Prediction#tools|prediction tools]] and strength of your [[predictions]] and can be useful. Basically, Moon Mages are the archetypal magical intellectual. You can and probably should focus principally on mentals, then on Reflex or Agility, and finally on Strength and Stamina.&lt;br /&gt;
&lt;br /&gt;
====Starting Gear====&lt;br /&gt;
What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. [[Small Edged]] and [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. It might be worth mentioning that [[Moonblade]] can be shaped into a [[Small_Edged|Small Edge]], [[Large_Edged|Large Edge]], [[Twohanded_Edged_skill|Two handed Edge]], and [[Quarterstaff]] weapon, so if you enjoy using [[moonblade|Moonweapons]], training those weapons from the start is a good idea, though you&#039;ll probably want to pick up lightened versions of the heavier weapons. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. If you choose a [[runestone]] that contains a non-lunar spell you will also learn [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
====Now What?====&lt;br /&gt;
Holder&lt;br /&gt;
&lt;br /&gt;
(more to come)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>JHALIASCLERIC</name></author>
	</entry>
</feed>