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	<updated>2026-04-30T00:00:30Z</updated>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Climb_Shard_(script)&amp;diff=513700</id>
		<title>Climb Shard (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Climb_Shard_(script)&amp;diff=513700"/>
		<updated>2020-01-11T19:03:45Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=training, Survival&lt;br /&gt;
|fe=StormFront, Genie&lt;br /&gt;
|auth=[[User:Kraelyst|Kraelyst]]&lt;br /&gt;
}}&lt;br /&gt;
*Excellent teaching past 400 ranks&lt;br /&gt;
*Perfect for ALL skill levels.&lt;br /&gt;
*Will stand up if you fall down.&lt;br /&gt;
*Climbs every wall and embrasure around town then checks [[Climbing skill]] to determine if it will go climb in Dragon Priests (less than 180 ranks) or if it will go climb the cliffs under the gondola (more than 180 ranks)&lt;br /&gt;
*Start inside or outside any town gate or on top of the east city wall.&lt;br /&gt;
*Updated 1/11/2020&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Climbing in Shard&lt;br /&gt;
&lt;br /&gt;
;This script was created by the player of Kraelyst the Hand&lt;br /&gt;
;It will probably teach well to 400 or 500 ranks.&lt;br /&gt;
;Theoretically anyone of any skill should be able to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** Start inside or outside any Shard gate (or on the East Gate Wall).&lt;br /&gt;
ECHO *** Script ends on eastern wall because hopefully thugs won&#039;t drag you to Undershard from there.&lt;br /&gt;
ECHO&lt;br /&gt;
put awake&lt;br /&gt;
pause&lt;br /&gt;
match OutWest Eerie chanting echoes over the bridge,&lt;br /&gt;
match InWest [Shard, West City Gates]&lt;br /&gt;
match InInSouth [Shard, South Square]&lt;br /&gt;
match OutOutSouth South Square on the city side&lt;br /&gt;
match InSouth stairway to the tower battlements&lt;br /&gt;
match OutSouth a spear stuck in the ground&lt;br /&gt;
match OutEast [Shard, East Bridge]&lt;br /&gt;
match InEast [Shard, East City Gates]&lt;br /&gt;
match InNorth [Shard, North City Gates]&lt;br /&gt;
match OutNorth [Shard, North Bridge]&lt;br /&gt;
match StartScript stone-paved walkway extends a short&lt;br /&gt;
match CLIMB01 High above the East Gate,&lt;br /&gt;
put look&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
OutNorth:&lt;br /&gt;
move go gate&lt;br /&gt;
InNorth:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
goto InEast&lt;br /&gt;
&lt;br /&gt;
OutWest:&lt;br /&gt;
move go gate&lt;br /&gt;
InWest:&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
goto InInSouth&lt;br /&gt;
&lt;br /&gt;
OutSouth:&lt;br /&gt;
move go gate&lt;br /&gt;
InSouth:&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
OutOutSouth:&lt;br /&gt;
move go South Square&lt;br /&gt;
goto InInSouth&lt;br /&gt;
&lt;br /&gt;
InInSouth:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
goto InEast&lt;br /&gt;
&lt;br /&gt;
OutEast:&lt;br /&gt;
move go gate&lt;br /&gt;
InEast:&lt;br /&gt;
move ClIMB ladder&lt;br /&gt;
StartScript:&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
CLIMB01:&lt;br /&gt;
SAVE CLIMB01&lt;br /&gt;
match CLIMB02 [Shard, East Bridge]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL01 steepness is intimidating&lt;br /&gt;
match FAIL01 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL01 find it hard going.&lt;br /&gt;
match FAIL01 your footing is questionable&lt;br /&gt;
match FAIL01 A wave of dizziness hits you&lt;br /&gt;
match FAIL01 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb embrasure&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL01:&lt;br /&gt;
move s&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto CLIMB02&lt;br /&gt;
&lt;br /&gt;
CLIMB02:&lt;br /&gt;
SAVE CLIMB02&lt;br /&gt;
match PASS02 [Shard, East Battlements]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL02 steepness is intimidating&lt;br /&gt;
match FAIL02 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL02 find it hard going.&lt;br /&gt;
match FAIL02 your footing is questionable&lt;br /&gt;
match FAIL02 A wave of dizziness hits you&lt;br /&gt;
match FAIL02 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb city wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS02:&lt;br /&gt;
move s&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto FAIL02&lt;br /&gt;
&lt;br /&gt;
FAIL02:&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move climb ladder&lt;br /&gt;
move w&lt;br /&gt;
goto CLIMB03&lt;br /&gt;
&lt;br /&gt;
CLIMB03:&lt;br /&gt;
SAVE CLIMB03&lt;br /&gt;
match CLIMB04 [Shard, North Bridge]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL03 steepness is intimidating&lt;br /&gt;
match FAIL03 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL03 find it hard going.&lt;br /&gt;
match FAIL03 your footing is questionable&lt;br /&gt;
match FAIL03 A wave of dizziness hits you&lt;br /&gt;
match FAIL03 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb embrasure&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL03:&lt;br /&gt;
move e&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto CLIMB04&lt;br /&gt;
&lt;br /&gt;
CLIMB04:&lt;br /&gt;
SAVE CLIMB04&lt;br /&gt;
match PASS04 [Shard, North Battlements]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL04 steepness is intimidating&lt;br /&gt;
match FAIL04 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL04 find it hard going.&lt;br /&gt;
match FAIL04 your footing is questionable&lt;br /&gt;
match FAIL04 A wave of dizziness hits you&lt;br /&gt;
match FAIL04 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb city wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS04:&lt;br /&gt;
move e&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto FAIL04&lt;br /&gt;
&lt;br /&gt;
FAIL04:&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move climb ladder&lt;br /&gt;
move s&lt;br /&gt;
goto CLIMB05&lt;br /&gt;
&lt;br /&gt;
CLIMB05:&lt;br /&gt;
SAVE CLIMB05&lt;br /&gt;
match CLIMB06 [Shard, West Bridge]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL05 steepness is intimidating&lt;br /&gt;
match FAIL05 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL05 find it hard going.&lt;br /&gt;
match FAIL05 your footing is questionable&lt;br /&gt;
match FAIL05 A wave of dizziness hits you&lt;br /&gt;
match FAIL05 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb embrasure&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL05:&lt;br /&gt;
move n&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto CLIMB06&lt;br /&gt;
&lt;br /&gt;
CLIMB06:&lt;br /&gt;
SAVE CLIMB06&lt;br /&gt;
match PASS06 [Shard, West Battlements]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL06 steepness is intimidating&lt;br /&gt;
match FAIL06 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL06 find it hard going.&lt;br /&gt;
match FAIL06 your footing is questionable&lt;br /&gt;
match FAIL06 A wave of dizziness hits you&lt;br /&gt;
match FAIL06 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb city wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS06:&lt;br /&gt;
move n&lt;br /&gt;
move climb ladder&lt;br /&gt;
move go gate&lt;br /&gt;
goto FAIL06&lt;br /&gt;
&lt;br /&gt;
FAIL06:&lt;br /&gt;
move go gate&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go bridge&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move climb stairway&lt;br /&gt;
move e&lt;br /&gt;
goto CLIMB07&lt;br /&gt;
&lt;br /&gt;
CLIMB07:&lt;br /&gt;
SAVE CLIMB07&lt;br /&gt;
match CLIMB08 [Old Ilithi Trade Route, Journey&#039;s Rest]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL07 steepness is intimidating&lt;br /&gt;
match FAIL07 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL07 find it hard going.&lt;br /&gt;
match FAIL07 your footing is questionable&lt;br /&gt;
match FAIL07 A wave of dizziness hits you&lt;br /&gt;
match FAIL07 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb embra&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL07:&lt;br /&gt;
move w&lt;br /&gt;
move climb stairway&lt;br /&gt;
move go gate&lt;br /&gt;
goto CLIMB08&lt;br /&gt;
&lt;br /&gt;
CLIMB08:&lt;br /&gt;
SAVE CLIMB08&lt;br /&gt;
match PASS08 [The New Bridge, East Tower]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL08 steepness is intimidating&lt;br /&gt;
match FAIL08 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL08 find it hard going.&lt;br /&gt;
match FAIL08 your footing is questionable&lt;br /&gt;
match FAIL08 A wave of dizziness hits you&lt;br /&gt;
match FAIL08 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb gatehouse wall&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS08:&lt;br /&gt;
move w&lt;br /&gt;
move climb stairway&lt;br /&gt;
move go gate&lt;br /&gt;
goto FAIL08&lt;br /&gt;
&lt;br /&gt;
FAIL08:&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move go south square&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
DECISION01:&lt;br /&gt;
pause&lt;br /&gt;
put exp 180&lt;br /&gt;
match GoNorthGate Climbing:&lt;br /&gt;
match GoWestGate EXP HELP for more information&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
GoWestGate:&lt;br /&gt;
move go gate&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move climb game trail&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move nw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go narrow track&lt;br /&gt;
move nw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move nw&lt;br /&gt;
move s&lt;br /&gt;
goto CLIMB09&lt;br /&gt;
&lt;br /&gt;
CLIMB09:&lt;br /&gt;
SAVE CLIMB09&lt;br /&gt;
match CLIMB10 Angling sharply, the track dips&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL09 steepness is intimidating&lt;br /&gt;
match FAIL09 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL09 find it hard going.&lt;br /&gt;
match FAIL09 your footing is questionable&lt;br /&gt;
match FAIL09 A wave of dizziness hits you&lt;br /&gt;
match FAIL09 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb steep trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB10:&lt;br /&gt;
SAVE CLIMB10&lt;br /&gt;
match CLIMB11 [Tanis Belta Gaizen, Streambed]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL10 steepness is intimidating&lt;br /&gt;
match FAIL10 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL10 find it hard going.&lt;br /&gt;
match FAIL10 your footing is questionable&lt;br /&gt;
match FAIL10 A wave of dizziness hits you&lt;br /&gt;
match FAIL10 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb narrow track&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL10:&lt;br /&gt;
pause&lt;br /&gt;
goto CLIMB12&lt;br /&gt;
&lt;br /&gt;
CLIMB11:&lt;br /&gt;
SAVE CLIMB11&lt;br /&gt;
pause&lt;br /&gt;
match CLIMB12 Angling sharply, the track dips&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match CLIMB11 steepness is intimidating&lt;br /&gt;
match CLIMB11 can&#039;t seem to find purchase&lt;br /&gt;
match CLIMB11 find it hard going.&lt;br /&gt;
match CLIMB11 your footing is questionable&lt;br /&gt;
match CLIMB11 A wave of dizziness hits you&lt;br /&gt;
match CLIMB11 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb narrow track&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB12:&lt;br /&gt;
SAVE CLIMB12&lt;br /&gt;
pause&lt;br /&gt;
match PASS12 Bordering the ravine, the track&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match CLIMB12 steepness is intimidating&lt;br /&gt;
match CLIMB12 can&#039;t seem to find purchase&lt;br /&gt;
match CLIMB12 find it hard going.&lt;br /&gt;
match CLIMB12 your footing is questionable&lt;br /&gt;
match CLIMB12 A wave of dizziness hits you&lt;br /&gt;
match CLIMB12 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
put climb steep trail&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL09:&lt;br /&gt;
PASS12:&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move se&lt;br /&gt;
move go narrow track&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move se&lt;br /&gt;
move climb bluff&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move climb narrow path&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
ReturningFromNorthGate:&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move s&lt;br /&gt;
move climb ladder&lt;br /&gt;
goto CheckLearning&lt;br /&gt;
&lt;br /&gt;
CheckLearning:&lt;br /&gt;
pause&lt;br /&gt;
put exp athletic&lt;br /&gt;
match Done enthralled&lt;br /&gt;
match Done nearly locked&lt;br /&gt;
match Done mind lock&lt;br /&gt;
match StartScript EXP HELP for more information&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GoNorthGate:&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move go gate&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move ne&lt;br /&gt;
move go woodland path&lt;br /&gt;
move nw&lt;br /&gt;
move go path&lt;br /&gt;
move ne&lt;br /&gt;
move nw&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move go crevice&lt;br /&gt;
move go woodlands&lt;br /&gt;
move ne&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
move n&lt;br /&gt;
move n&lt;br /&gt;
&lt;br /&gt;
CLIMB13:&lt;br /&gt;
SAVE CLIMB13&lt;br /&gt;
match CLIMB14 Willowy branches reach out&lt;br /&gt;
match CantClimbLog steepness is intimidating&lt;br /&gt;
match CantClimbLog can&#039;t seem to find purchase&lt;br /&gt;
match CantClimbLog find it hard going.&lt;br /&gt;
match CantClimbLog your footing is questionable&lt;br /&gt;
match CantClimbLog A wave of dizziness hits you&lt;br /&gt;
match CantClimbLog Struck by vertigo&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN Stand up first.&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB14:&lt;br /&gt;
SAVE CLIMB14&lt;br /&gt;
match PASS14 Utter stillness and the grandiose play of nature&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL14 steepness is intimidating&lt;br /&gt;
match FAIL14 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL14 find it hard going.&lt;br /&gt;
match FAIL14 your footing is questionable&lt;br /&gt;
match FAIL14 A wave of dizziness hits you&lt;br /&gt;
match FAIL14 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS14:&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB15&lt;br /&gt;
&lt;br /&gt;
CLIMB15:&lt;br /&gt;
SAVE CLIMB15&lt;br /&gt;
match PASS15 Deep, narrow crevasses form&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL15 steepness is intimidating&lt;br /&gt;
match FAIL15 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL15 find it hard going.&lt;br /&gt;
match FAIL15 your footing is questionable&lt;br /&gt;
match FAIL15 A wave of dizziness hits you&lt;br /&gt;
match FAIL15 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb slanted ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS15:&lt;br /&gt;
move up&lt;br /&gt;
goto CLIMB16&lt;br /&gt;
&lt;br /&gt;
FAIL15:&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB18&lt;br /&gt;
&lt;br /&gt;
CLIMB16:&lt;br /&gt;
SAVE CLIMB16&lt;br /&gt;
match CLIMB17 [Undergondola, Deep Pit]&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL16 steepness is intimidating&lt;br /&gt;
match FAIL16 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL16 find it hard going.&lt;br /&gt;
match FAIL16 your footing is questionable&lt;br /&gt;
match FAIL16 A wave of dizziness hits you&lt;br /&gt;
match FAIL16 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb pit&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL16:&lt;br /&gt;
goto PASS17&lt;br /&gt;
&lt;br /&gt;
CLIMB17:&lt;br /&gt;
SAVE CLIMB17&lt;br /&gt;
match PASS17 Pocketing the face of the cliffs are&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb opening&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS17:&lt;br /&gt;
move up&lt;br /&gt;
move down&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB18&lt;br /&gt;
&lt;br /&gt;
CLIMB18:&lt;br /&gt;
SAVE CLIMB18&lt;br /&gt;
match PASS18 Chilly breezes caress your face,&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL18 steepness is intimidating&lt;br /&gt;
match FAIL18 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL18 find it hard going.&lt;br /&gt;
match FAIL18 your footing is questionable&lt;br /&gt;
match FAIL18 A wave of dizziness hits you&lt;br /&gt;
match FAIL18 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb narrow rift&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS18:&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB19&lt;br /&gt;
&lt;br /&gt;
CLIMB19:&lt;br /&gt;
SAVE CLIMB19&lt;br /&gt;
match PASS19 A pair of mockingbirds perches&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL19 steepness is intimidating&lt;br /&gt;
match FAIL19 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL19 find it hard going.&lt;br /&gt;
match FAIL19 your footing is questionable&lt;br /&gt;
match FAIL19 A wave of dizziness hits you&lt;br /&gt;
match FAIL19 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb slanted ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS19:&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB20&lt;br /&gt;
&lt;br /&gt;
CLIMB20:&lt;br /&gt;
SAVE CLIMB20&lt;br /&gt;
match PASS20 Water trickles slowly in patches&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL20 steepness is intimidating&lt;br /&gt;
match FAIL20 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL20 find it hard going.&lt;br /&gt;
match FAIL20 your footing is questionable&lt;br /&gt;
match FAIL20 A wave of dizziness hits you&lt;br /&gt;
match FAIL20 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rocky overhang&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS20:&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB21&lt;br /&gt;
&lt;br /&gt;
CLIMB21:&lt;br /&gt;
SAVE CLIMB21&lt;br /&gt;
match PASS21 Clusters of moss peek out&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL21 steepness is intimidating&lt;br /&gt;
match FAIL21 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL21 find it hard going.&lt;br /&gt;
match FAIL21 your footing is questionable&lt;br /&gt;
match FAIL21 A wave of dizziness hits you&lt;br /&gt;
match FAIL21 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rock face&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS21:&lt;br /&gt;
move down&lt;br /&gt;
goto CLIMB22&lt;br /&gt;
&lt;br /&gt;
CLIMB22:&lt;br /&gt;
SAVE CLIMB22&lt;br /&gt;
match CLIMB23 Clay and limestone form&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match FAIL22 steepness is intimidating&lt;br /&gt;
match FAIL22 can&#039;t seem to find purchase&lt;br /&gt;
match FAIL22 find it hard going.&lt;br /&gt;
match FAIL22 your footing is questionable&lt;br /&gt;
match FAIL22 A wave of dizziness hits you&lt;br /&gt;
match FAIL22 Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rocky crag&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
CLIMB23:&lt;br /&gt;
SAVE CLIMB23&lt;br /&gt;
match PASS23 Firm handholds are hard to come by&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rocky crag&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL22:&lt;br /&gt;
PASS23:&lt;br /&gt;
move up&lt;br /&gt;
goto CLIMB24&lt;br /&gt;
&lt;br /&gt;
CLIMB24:&lt;br /&gt;
SAVE CLIMB24&lt;br /&gt;
match PASS24 Sweet alyssum pokes its&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rock face&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL21:&lt;br /&gt;
PASS24:&lt;br /&gt;
move up&lt;br /&gt;
goto CLIMB25&lt;br /&gt;
&lt;br /&gt;
CLIMB25:&lt;br /&gt;
SAVE CLIMB25&lt;br /&gt;
match PASS25 The forces of nature are constantly&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb rocky overhang&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL20:&lt;br /&gt;
PASS25:&lt;br /&gt;
move up&lt;br /&gt;
goto CLIMB26&lt;br /&gt;
&lt;br /&gt;
CLIMB26:&lt;br /&gt;
SAVE CLIMB26&lt;br /&gt;
match PASS26 The peak of the mountain comes into view&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb slanted ledge&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL19:&lt;br /&gt;
PASS26:&lt;br /&gt;
move up&lt;br /&gt;
goto CLIMB27&lt;br /&gt;
&lt;br /&gt;
CLIMB27:&lt;br /&gt;
SAVE CLIMB27&lt;br /&gt;
match PASS27 Eroded by time and the&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb narrow rift&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL18:&lt;br /&gt;
PASS27:&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move up&lt;br /&gt;
move n&lt;br /&gt;
move ne&lt;br /&gt;
goto CLIMB28&lt;br /&gt;
&lt;br /&gt;
CLIMB28:&lt;br /&gt;
SAVE CLIMB28&lt;br /&gt;
match CLIMB29 Willowy branches reach out&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb embankment&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
FAIL14:&lt;br /&gt;
pause&lt;br /&gt;
goto CLIMB29&lt;br /&gt;
&lt;br /&gt;
CLIMB29:&lt;br /&gt;
SAVE CLIMB29&lt;br /&gt;
match PASS29 Tamarisk bushes display their feathery&lt;br /&gt;
match FALLEN slip after a few feet&lt;br /&gt;
match FALLEN You must be standing&lt;br /&gt;
match PAUSE steepness is intimidating&lt;br /&gt;
match PAUSE can&#039;t seem to find purchase&lt;br /&gt;
match PAUSE find it hard going.&lt;br /&gt;
match PAUSE your footing is questionable&lt;br /&gt;
match PAUSE A wave of dizziness hits you&lt;br /&gt;
match PAUSE Struck by vertigo&lt;br /&gt;
match retreat engaged&lt;br /&gt;
match PAUSE ...wait&lt;br /&gt;
put climb fallen log&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PASS29:&lt;br /&gt;
CantClimbLog:&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move go cleft&lt;br /&gt;
move go crack&lt;br /&gt;
move e&lt;br /&gt;
move e&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move go path&lt;br /&gt;
move se&lt;br /&gt;
move go wooded path&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move sw&lt;br /&gt;
move w&lt;br /&gt;
move w&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move se&lt;br /&gt;
move se&lt;br /&gt;
move sw&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move s&lt;br /&gt;
move go gate&lt;br /&gt;
goto ReturningFromNorthGate&lt;br /&gt;
&lt;br /&gt;
======================&lt;br /&gt;
FALLEN:&lt;br /&gt;
pause&lt;br /&gt;
match STOOD You stand&lt;br /&gt;
match STOOD You are already standing&lt;br /&gt;
match FALLEN cannot manage to stand.&lt;br /&gt;
match FALLEN The weight of all your possessions&lt;br /&gt;
match FALLEN ...wait&lt;br /&gt;
put StAND&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
STOOD:&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
RETREAT:&lt;br /&gt;
match retreat You retreat back to pole range.&lt;br /&gt;
match retreat still stunned&lt;br /&gt;
match %s You retreat from combat.&lt;br /&gt;
match pause ...wait&lt;br /&gt;
match pause type ahead&lt;br /&gt;
put retreat&lt;br /&gt;
matchwait&lt;br /&gt;
&lt;br /&gt;
PAUSE:&lt;br /&gt;
pause&lt;br /&gt;
goto %s&lt;br /&gt;
&lt;br /&gt;
DONE:&lt;br /&gt;
pause&lt;br /&gt;
put hide&lt;br /&gt;
ECHO&lt;br /&gt;
ECHO *** You are at least bewildering in your Climbing Skill.  Break time!&lt;br /&gt;
ECHO&lt;br /&gt;
EXIT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507179</id>
		<title>Su Helmas: Seeds of Entropy/End loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507179"/>
		<updated>2019-09-14T05:49:47Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* precarious pile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Stone Hut==&lt;br /&gt;
&lt;br /&gt;
===fancy sandstone display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Musparan silk belt sash with a silversteel assassin&#039;s blade hanging from it}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===tyrium weapon rack===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|silversteel longsword with a black diamond pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|steel mallet inlaid with green gold on the handle}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|diamondwood nightstick banded with purple gold}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|matte finished steel flanged mace with a spike topped pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|gracefully curved lirisan pelletbow tipped with Taisidon emeralds}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|sleek competition crossbow of flawless ka&#039;hurst}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|locust wood latchbow entangled by petrified mantrap vines}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===violet peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|luxurious silvery moonsilk shirt buttoned with starstones}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk robe belted with a swathe of zenganne}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain shirt mantled with dark feathers}}|| ||70||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blue peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|inky black diacan war shield}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===green peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|iridescent diacan chain balaclava crested with inky black feathers}}|| ||45||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===yellow peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk vambraces stitched with obscure symbols}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk gloves fit with starstone buckles}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain greaves embossed with feathers}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of inky black chain gloves with diacan knuckleguards}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk pants cuffed with pale blue zenganne}}|| ||30||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===red peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk hood haloed with glittery starstones}}|| ||20||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|fitted black moonsilk mask accented with dangling starstones}}|| ||20||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dark obsidian hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark encompassing shadows of twilight dreamweave}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===narrow jewelry tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blued moonsilver cloak pin tipped with a Xibar topaz}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Katamba-black diacan brooch set with a large moonstone}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Yavash-red asini charm swirled with flecks of dreamstone}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===regal gold pedestal===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orchid-hued tablet}}||title||25||Entropy&#039;s Bane&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weathered parchment}}||title||25||Archivist of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stained document}}||title||25||Ruins Crawler&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|waxy proclamation}}||title||25||Climber of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|faded writ}}||title||25||Explorer of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crisp declaration}}||title||25||Clockwork Slayer&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rolled and tattered scroll}}||title||25||Archaeologist of Su Helmas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===set of enormous fangs===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked damask rag with yellow fringe}}||vampirism enchantment||50||fatigue steal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked spidersilk rag with blue fringe}}||vampirism enchantment||50||mana steal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Home==&lt;br /&gt;
&lt;br /&gt;
===shimmering shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bright brass astrolabe}}|| ||225||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===variegated shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ornate brass astrolabe}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===shining shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|twisted brass astrolabe}}|| ||350||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shining brass astrolabe}}|| ||350||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dull shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dull brass astrolabe}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blank paint palette===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|purple inkpot painted with a Seed of Entropy}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===rectangular tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orange-striped inkpot}}||runic tattoo||200||[[Senses of the Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sea-green glass inkpot}}||runic tattoo||200||[[Wisdom of the Pack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===round dish===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silver inkpot}}||runic tattoo||350||[[Major Physical Protection]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large canvas map===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fortified inkpot carved from quartz-flecked granite}}||teleportation tattoo||500||Rossman&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coal-black inkpot with a hammered iron lid}}||teleportation tattoo||500||Inner Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild inkpot wrapped in vines}}||teleportation tattoo||500||Ain Ghazal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|horrific inkpot painted with a pair of eyes}}||teleportation tattoo||500||M&#039;riss&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stone inkpot painted with the Theren Keep}}||teleportation tattoo||500||Therenborough&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|splintered inkpot made from bog oak}}||teleportation tattoo||500||Langenfirth&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|filthy inkpot covered in matted cat fur}}||teleportation tattoo||500||Riverhaven&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sana&#039;ati inkpot painted with a sleepy village}}||teleportation tattoo||500||Leth Deriel&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystal inkpot in the shape of the Great Tower}}||teleportation tattoo||500||Shard&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|unassuming inkpot painted with two crossing rivers}}||teleportation tattoo||500||Crossing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stout inkpot covered in sailcloth}}||teleportation tattoo||500||Ratha&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ringed inkpot painted with pink and violet stripes}}||teleportation tattoo||500||Mer&#039;Kresh&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bowl-shaped inkpot with four tiny pillars protruding from its rim}}||teleportation tattoo||500||Aesry Surlaenis&#039;a&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sand-colored inkpot painted with a lush oasis}}||teleportation tattoo||500||Muspar&#039;i&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===indented silversteel globe===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|teeny inkpot inlaid with a swirled moonstone dragon}}||teleportation tattoo||2000||Resettable destination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===wide sungold disc===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|damite diadem centered with a phantom sapphire}}||regen item||300||concentration&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|uthamar anklet strung with tiny planets}}||regen item||300||mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny purpleheart seed}}||regen item||300||vitality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===enormous open book===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pure white spiritwood wand inlaid with glowing moonsilver sigils}}||magic wand||300||[[Protection from Evil]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|winged tyrium scarab clasping a golden eye}}||TM Foci||300||large bonus to accuracy&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny amygdaloid seed carved from petrified purpleheart}}||TM Foci||300||large bonus to damage&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|diacan codex inlaid with moonsilver}}||TM Foci||300||large bonus to mana efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small stone altar===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ghostly white Phelim shell carved in low relief}}|| ||1500||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small copper stand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nightfire opal wolf strung on a chain of moonsilver}}|| ||1750||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===low diamondwood plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===plush velvet pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===oval kertig salver===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|carved ebony eye}}|| ||150|| backtrace&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark leather goggles with swirled lenses}}|| ||150|| reveals pet owner&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pair of silversteel spectacles with prismatic lenses}}|| ||150|| reveals pet owner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===filigree silver holder===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pallid dreamstone ouroboros fretted into a knot}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Building==&lt;br /&gt;
&lt;br /&gt;
===stylized gold sun===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|angular Wayerd pyramid inlaid with cambrinth moons}}|| ||175||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pocket glass greenhouse framed by cambrinth vines}}|| ||175||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass worktable===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|glittering augmenting loop of dark blue starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small silversteel brazier scattered with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|polished silversteel burin set with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silversteel imbuement rod topped with a large oval-cut starstone}}|| ||25||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===precarious pile===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|moonsilk arm pouch embroidered with stylized eyes}}|| ||10|| random incidental&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===emerald gelapod statue===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|portable silversteel bucket with a flared rim}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large mosaic display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tarnished gold badge}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bronze token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy pewter token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bony token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy hollow token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy twisted token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|talisman pouch embroidered with the image of a snowy owl cleaning its talons}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black talisman pouch embroidered with a fuzzy sun bear}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===broad ceramic plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|canopic jar with a jackal head}}|| ||250||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===glowing moonsilver bookstand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weighty almanac bound in rich purple leather and a golden closed-eye clasp}}||almanac||2500||magic skillset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===polished satinwood desk===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bocote telescope fitted with uthamar-rimmed clear Xibar topaz lenses}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|plain silversteel key hanging from a short thread}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|gleaming platinum key tied to a royal purple cloth}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rusted key dangling from a frayed leather strap}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===delicate glass hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|mistsilk pouch fastened with a strand of miniature glass orbs}}||stacker||100||holds 50 {{ilink|i|tiny glass orb|tiny glass orbs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===spun glitter pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pristine white plush unicorn with a golden horn and rainbow-colored tail}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass hand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|brilliant watercolor Tokka deck pressed with a moonsilver border}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black sandstone bowl with moonsilver sigils}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|oval divination mirror backed with moonsilver inlaid rosewood}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|chalky demonbones enruned with moonsilver}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|celestial charts of dusky ialalhe illuminated by moonsilver leaf}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystalline dragon tear prism suspended from a moonsilver chain}}|| ||250||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507177</id>
		<title>Su Helmas: Seeds of Entropy/End loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507177"/>
		<updated>2019-09-14T05:49:06Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* oval kertig salver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Stone Hut==&lt;br /&gt;
&lt;br /&gt;
===fancy sandstone display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Musparan silk belt sash with a silversteel assassin&#039;s blade hanging from it}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===tyrium weapon rack===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|silversteel longsword with a black diamond pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|steel mallet inlaid with green gold on the handle}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|diamondwood nightstick banded with purple gold}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|matte finished steel flanged mace with a spike topped pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|gracefully curved lirisan pelletbow tipped with Taisidon emeralds}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|sleek competition crossbow of flawless ka&#039;hurst}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|locust wood latchbow entangled by petrified mantrap vines}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===violet peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|luxurious silvery moonsilk shirt buttoned with starstones}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk robe belted with a swathe of zenganne}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain shirt mantled with dark feathers}}|| ||70||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blue peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|inky black diacan war shield}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===green peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|iridescent diacan chain balaclava crested with inky black feathers}}|| ||45||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===yellow peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk vambraces stitched with obscure symbols}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk gloves fit with starstone buckles}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain greaves embossed with feathers}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of inky black chain gloves with diacan knuckleguards}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk pants cuffed with pale blue zenganne}}|| ||30||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===red peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk hood haloed with glittery starstones}}|| ||20||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|fitted black moonsilk mask accented with dangling starstones}}|| ||20||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dark obsidian hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark encompassing shadows of twilight dreamweave}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===narrow jewelry tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blued moonsilver cloak pin tipped with a Xibar topaz}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Katamba-black diacan brooch set with a large moonstone}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Yavash-red asini charm swirled with flecks of dreamstone}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===regal gold pedestal===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orchid-hued tablet}}||title||25||Entropy&#039;s Bane&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weathered parchment}}||title||25||Archivist of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stained document}}||title||25||Ruins Crawler&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|waxy proclamation}}||title||25||Climber of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|faded writ}}||title||25||Explorer of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crisp declaration}}||title||25||Clockwork Slayer&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rolled and tattered scroll}}||title||25||Archaeologist of Su Helmas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===set of enormous fangs===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked damask rag with yellow fringe}}||vampirism enchantment||50||fatigue steal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked spidersilk rag with blue fringe}}||vampirism enchantment||50||mana steal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Home==&lt;br /&gt;
&lt;br /&gt;
===shimmering shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bright brass astrolabe}}|| ||225||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===variegated shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ornate brass astrolabe}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===shining shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|twisted brass astrolabe}}|| ||350||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shining brass astrolabe}}|| ||350||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dull shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dull brass astrolabe}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blank paint palette===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|purple inkpot painted with a Seed of Entropy}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===rectangular tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orange-striped inkpot}}||runic tattoo||200||[[Senses of the Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sea-green glass inkpot}}||runic tattoo||200||[[Wisdom of the Pack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===round dish===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silver inkpot}}||runic tattoo||350||[[Major Physical Protection]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large canvas map===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fortified inkpot carved from quartz-flecked granite}}||teleportation tattoo||500||Rossman&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coal-black inkpot with a hammered iron lid}}||teleportation tattoo||500||Inner Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild inkpot wrapped in vines}}||teleportation tattoo||500||Ain Ghazal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|horrific inkpot painted with a pair of eyes}}||teleportation tattoo||500||M&#039;riss&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stone inkpot painted with the Theren Keep}}||teleportation tattoo||500||Therenborough&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|splintered inkpot made from bog oak}}||teleportation tattoo||500||Langenfirth&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|filthy inkpot covered in matted cat fur}}||teleportation tattoo||500||Riverhaven&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sana&#039;ati inkpot painted with a sleepy village}}||teleportation tattoo||500||Leth Deriel&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystal inkpot in the shape of the Great Tower}}||teleportation tattoo||500||Shard&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|unassuming inkpot painted with two crossing rivers}}||teleportation tattoo||500||Crossing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stout inkpot covered in sailcloth}}||teleportation tattoo||500||Ratha&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ringed inkpot painted with pink and violet stripes}}||teleportation tattoo||500||Mer&#039;Kresh&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bowl-shaped inkpot with four tiny pillars protruding from its rim}}||teleportation tattoo||500||Aesry Surlaenis&#039;a&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sand-colored inkpot painted with a lush oasis}}||teleportation tattoo||500||Muspar&#039;i&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===indented silversteel globe===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|teeny inkpot inlaid with a swirled moonstone dragon}}||teleportation tattoo||2000||Resettable destination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===wide sungold disc===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|damite diadem centered with a phantom sapphire}}||regen item||300||concentration&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|uthamar anklet strung with tiny planets}}||regen item||300||mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny purpleheart seed}}||regen item||300||vitality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===enormous open book===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pure white spiritwood wand inlaid with glowing moonsilver sigils}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|winged tyrium scarab clasping a golden eye}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny amygdaloid seed carved from petrified purpleheart}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|diacan codex inlaid with moonsilver}}|| ||300||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small stone altar===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ghostly white Phelim shell carved in low relief}}|| ||1500||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small copper stand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nightfire opal wolf strung on a chain of moonsilver}}|| ||1750||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===low diamondwood plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===plush velvet pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===oval kertig salver===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|carved ebony eye}}|| ||150|| backtrace&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark leather goggles with swirled lenses}}|| ||150|| reveals pet owner&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pair of silversteel spectacles with prismatic lenses}}|| ||150|| reveals pet owner&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===filigree silver holder===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pallid dreamstone ouroboros fretted into a knot}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Building==&lt;br /&gt;
&lt;br /&gt;
===stylized gold sun===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|angular Wayerd pyramid inlaid with cambrinth moons}}|| ||175||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pocket glass greenhouse framed by cambrinth vines}}|| ||175||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass worktable===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|glittering augmenting loop of dark blue starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small silversteel brazier scattered with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|polished silversteel burin set with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silversteel imbuement rod topped with a large oval-cut starstone}}|| ||25||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===precarious pile===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|moonsilk arm pouch embroidered with stylized eyes}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===emerald gelapod statue===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|portable silversteel bucket with a flared rim}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large mosaic display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tarnished gold badge}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bronze token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy pewter token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bony token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy hollow token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy twisted token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|talisman pouch embroidered with the image of a snowy owl cleaning its talons}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black talisman pouch embroidered with a fuzzy sun bear}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===broad ceramic plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|canopic jar with a jackal head}}|| ||250||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===glowing moonsilver bookstand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weighty almanac bound in rich purple leather and a golden closed-eye clasp}}||almanac||2500||magic skillset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===polished satinwood desk===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bocote telescope fitted with uthamar-rimmed clear Xibar topaz lenses}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|plain silversteel key hanging from a short thread}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|gleaming platinum key tied to a royal purple cloth}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rusted key dangling from a frayed leather strap}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===delicate glass hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|mistsilk pouch fastened with a strand of miniature glass orbs}}||stacker||100||holds 50 {{ilink|i|tiny glass orb|tiny glass orbs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===spun glitter pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pristine white plush unicorn with a golden horn and rainbow-colored tail}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass hand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|brilliant watercolor Tokka deck pressed with a moonsilver border}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black sandstone bowl with moonsilver sigils}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|oval divination mirror backed with moonsilver inlaid rosewood}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|chalky demonbones enruned with moonsilver}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|celestial charts of dusky ialalhe illuminated by moonsilver leaf}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystalline dragon tear prism suspended from a moonsilver chain}}|| ||250||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507176</id>
		<title>Su Helmas: Seeds of Entropy/End loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507176"/>
		<updated>2019-09-14T05:47:54Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* indented silversteel globe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Stone Hut==&lt;br /&gt;
&lt;br /&gt;
===fancy sandstone display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Musparan silk belt sash with a silversteel assassin&#039;s blade hanging from it}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===tyrium weapon rack===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|silversteel longsword with a black diamond pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|steel mallet inlaid with green gold on the handle}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|diamondwood nightstick banded with purple gold}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|matte finished steel flanged mace with a spike topped pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|gracefully curved lirisan pelletbow tipped with Taisidon emeralds}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|sleek competition crossbow of flawless ka&#039;hurst}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|locust wood latchbow entangled by petrified mantrap vines}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===violet peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|luxurious silvery moonsilk shirt buttoned with starstones}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk robe belted with a swathe of zenganne}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain shirt mantled with dark feathers}}|| ||70||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blue peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|inky black diacan war shield}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===green peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|iridescent diacan chain balaclava crested with inky black feathers}}|| ||45||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===yellow peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk vambraces stitched with obscure symbols}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk gloves fit with starstone buckles}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain greaves embossed with feathers}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of inky black chain gloves with diacan knuckleguards}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk pants cuffed with pale blue zenganne}}|| ||30||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===red peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk hood haloed with glittery starstones}}|| ||20||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|fitted black moonsilk mask accented with dangling starstones}}|| ||20||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dark obsidian hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark encompassing shadows of twilight dreamweave}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===narrow jewelry tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blued moonsilver cloak pin tipped with a Xibar topaz}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Katamba-black diacan brooch set with a large moonstone}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Yavash-red asini charm swirled with flecks of dreamstone}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===regal gold pedestal===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orchid-hued tablet}}||title||25||Entropy&#039;s Bane&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weathered parchment}}||title||25||Archivist of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stained document}}||title||25||Ruins Crawler&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|waxy proclamation}}||title||25||Climber of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|faded writ}}||title||25||Explorer of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crisp declaration}}||title||25||Clockwork Slayer&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rolled and tattered scroll}}||title||25||Archaeologist of Su Helmas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===set of enormous fangs===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked damask rag with yellow fringe}}||vampirism enchantment||50||fatigue steal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked spidersilk rag with blue fringe}}||vampirism enchantment||50||mana steal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Home==&lt;br /&gt;
&lt;br /&gt;
===shimmering shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bright brass astrolabe}}|| ||225||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===variegated shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ornate brass astrolabe}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===shining shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|twisted brass astrolabe}}|| ||350||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shining brass astrolabe}}|| ||350||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dull shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dull brass astrolabe}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blank paint palette===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|purple inkpot painted with a Seed of Entropy}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===rectangular tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orange-striped inkpot}}||runic tattoo||200||[[Senses of the Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sea-green glass inkpot}}||runic tattoo||200||[[Wisdom of the Pack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===round dish===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silver inkpot}}||runic tattoo||350||[[Major Physical Protection]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large canvas map===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fortified inkpot carved from quartz-flecked granite}}||teleportation tattoo||500||Rossman&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coal-black inkpot with a hammered iron lid}}||teleportation tattoo||500||Inner Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild inkpot wrapped in vines}}||teleportation tattoo||500||Ain Ghazal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|horrific inkpot painted with a pair of eyes}}||teleportation tattoo||500||M&#039;riss&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stone inkpot painted with the Theren Keep}}||teleportation tattoo||500||Therenborough&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|splintered inkpot made from bog oak}}||teleportation tattoo||500||Langenfirth&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|filthy inkpot covered in matted cat fur}}||teleportation tattoo||500||Riverhaven&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sana&#039;ati inkpot painted with a sleepy village}}||teleportation tattoo||500||Leth Deriel&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystal inkpot in the shape of the Great Tower}}||teleportation tattoo||500||Shard&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|unassuming inkpot painted with two crossing rivers}}||teleportation tattoo||500||Crossing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stout inkpot covered in sailcloth}}||teleportation tattoo||500||Ratha&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ringed inkpot painted with pink and violet stripes}}||teleportation tattoo||500||Mer&#039;Kresh&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bowl-shaped inkpot with four tiny pillars protruding from its rim}}||teleportation tattoo||500||Aesry Surlaenis&#039;a&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sand-colored inkpot painted with a lush oasis}}||teleportation tattoo||500||Muspar&#039;i&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===indented silversteel globe===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|teeny inkpot inlaid with a swirled moonstone dragon}}||teleportation tattoo||2000||Resettable destination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===wide sungold disc===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|damite diadem centered with a phantom sapphire}}||regen item||300||concentration&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|uthamar anklet strung with tiny planets}}||regen item||300||mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny purpleheart seed}}||regen item||300||vitality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===enormous open book===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pure white spiritwood wand inlaid with glowing moonsilver sigils}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|winged tyrium scarab clasping a golden eye}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny amygdaloid seed carved from petrified purpleheart}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|diacan codex inlaid with moonsilver}}|| ||300||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small stone altar===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ghostly white Phelim shell carved in low relief}}|| ||1500||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small copper stand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nightfire opal wolf strung on a chain of moonsilver}}|| ||1750||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===low diamondwood plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===plush velvet pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===oval kertig salver===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|carved ebony eye}}|| ||150||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark leather goggles with swirled lenses}}|| ||150||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pair of silversteel spectacles with prismatic lenses}}|| ||150||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===filigree silver holder===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pallid dreamstone ouroboros fretted into a knot}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Building==&lt;br /&gt;
&lt;br /&gt;
===stylized gold sun===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|angular Wayerd pyramid inlaid with cambrinth moons}}|| ||175||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pocket glass greenhouse framed by cambrinth vines}}|| ||175||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass worktable===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|glittering augmenting loop of dark blue starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small silversteel brazier scattered with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|polished silversteel burin set with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silversteel imbuement rod topped with a large oval-cut starstone}}|| ||25||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===precarious pile===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|moonsilk arm pouch embroidered with stylized eyes}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===emerald gelapod statue===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|portable silversteel bucket with a flared rim}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large mosaic display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tarnished gold badge}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bronze token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy pewter token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bony token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy hollow token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy twisted token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|talisman pouch embroidered with the image of a snowy owl cleaning its talons}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black talisman pouch embroidered with a fuzzy sun bear}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===broad ceramic plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|canopic jar with a jackal head}}|| ||250||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===glowing moonsilver bookstand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weighty almanac bound in rich purple leather and a golden closed-eye clasp}}||almanac||2500||magic skillset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===polished satinwood desk===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bocote telescope fitted with uthamar-rimmed clear Xibar topaz lenses}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|plain silversteel key hanging from a short thread}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|gleaming platinum key tied to a royal purple cloth}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rusted key dangling from a frayed leather strap}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===delicate glass hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|mistsilk pouch fastened with a strand of miniature glass orbs}}||stacker||100||holds 50 {{ilink|i|tiny glass orb|tiny glass orbs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===spun glitter pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pristine white plush unicorn with a golden horn and rainbow-colored tail}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass hand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|brilliant watercolor Tokka deck pressed with a moonsilver border}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black sandstone bowl with moonsilver sigils}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|oval divination mirror backed with moonsilver inlaid rosewood}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|chalky demonbones enruned with moonsilver}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|celestial charts of dusky ialalhe illuminated by moonsilver leaf}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystalline dragon tear prism suspended from a moonsilver chain}}|| ||250||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507175</id>
		<title>Su Helmas: Seeds of Entropy/End loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Su_Helmas:_Seeds_of_Entropy/End_loot&amp;diff=507175"/>
		<updated>2019-09-14T05:47:43Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* large canvas map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Stone Hut==&lt;br /&gt;
&lt;br /&gt;
===fancy sandstone display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Musparan silk belt sash with a silversteel assassin&#039;s blade hanging from it}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===tyrium weapon rack===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|silversteel longsword with a black diamond pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|steel mallet inlaid with green gold on the handle}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|diamondwood nightstick banded with purple gold}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|matte finished steel flanged mace with a spike topped pommel}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|gracefully curved lirisan pelletbow tipped with Taisidon emeralds}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|sleek competition crossbow of flawless ka&#039;hurst}}|| ||60||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|w|locust wood latchbow entangled by petrified mantrap vines}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===violet peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|luxurious silvery moonsilk shirt buttoned with starstones}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk robe belted with a swathe of zenganne}}|| ||70||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain shirt mantled with dark feathers}}|| ||70||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blue peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|s|inky black diacan war shield}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===green peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|iridescent diacan chain balaclava crested with inky black feathers}}|| ||45||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===yellow peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk vambraces stitched with obscure symbols}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk gloves fit with starstone buckles}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|inky black diacan chain greaves embossed with feathers}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|pair of inky black chain gloves with diacan knuckleguards}}|| ||30||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|black moonsilk pants cuffed with pale blue zenganne}}|| ||30||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===red peg===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|silvery moonsilk hood haloed with glittery starstones}}|| ||20||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|a|fitted black moonsilk mask accented with dangling starstones}}|| ||20||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dark obsidian hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark encompassing shadows of twilight dreamweave}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===narrow jewelry tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blued moonsilver cloak pin tipped with a Xibar topaz}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Katamba-black diacan brooch set with a large moonstone}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|Yavash-red asini charm swirled with flecks of dreamstone}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===regal gold pedestal===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orchid-hued tablet}}||title||25||Entropy&#039;s Bane&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weathered parchment}}||title||25||Archivist of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stained document}}||title||25||Ruins Crawler&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|waxy proclamation}}||title||25||Climber of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|faded writ}}||title||25||Explorer of Su Helmas&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crisp declaration}}||title||25||Clockwork Slayer&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rolled and tattered scroll}}||title||25||Archaeologist of Su Helmas&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===set of enormous fangs===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked damask rag with yellow fringe}}||vampirism enchantment||50||fatigue steal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blood-soaked spidersilk rag with blue fringe}}||vampirism enchantment||50||mana steal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Home==&lt;br /&gt;
&lt;br /&gt;
===shimmering shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bright brass astrolabe}}|| ||225||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===variegated shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ornate brass astrolabe}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===shining shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|twisted brass astrolabe}}|| ||350||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shining brass astrolabe}}|| ||350||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===dull shelf===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dull brass astrolabe}}|| ||100||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===blank paint palette===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|purple inkpot painted with a Seed of Entropy}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===rectangular tray===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orange-striped inkpot}}||runic tattoo||200||[[Senses of the Tiger]]&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sea-green glass inkpot}}||runic tattoo||200||[[Wisdom of the Pack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===round dish===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silver inkpot}}||runic tattoo||350||[[Major Physical Protection]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large canvas map===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fortified inkpot carved from quartz-flecked granite}}||teleportation tattoo||500||Rossman&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coal-black inkpot with a hammered iron lid}}||teleportation tattoo||500||Inner Hibarnhvidar&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild inkpot wrapped in vines}}||teleportation tattoo||500||Ain Ghazal&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|horrific inkpot painted with a pair of eyes}}||teleportation tattoo||500||M&#039;riss&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stone inkpot painted with the Theren Keep}}||teleportation tattoo||500||Therenborough&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|splintered inkpot made from bog oak}}||teleportation tattoo||500||Langenfirth&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|filthy inkpot covered in matted cat fur}}||teleportation tattoo||500||Riverhaven&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sana&#039;ati inkpot painted with a sleepy village}}||teleportation tattoo||500||Leth Deriel&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystal inkpot in the shape of the Great Tower}}||teleportation tattoo||500||Shard&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|unassuming inkpot painted with two crossing rivers}}||teleportation tattoo||500||Crossing&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stout inkpot covered in sailcloth}}||teleportation tattoo||500||Ratha&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ringed inkpot painted with pink and violet stripes}}||teleportation tattoo||500||Mer&#039;Kresh&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bowl-shaped inkpot with four tiny pillars protruding from its rim}}||teleportation tattoo||500||Aesry Surlaenis&#039;a&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sand-colored inkpot painted with a lush oasis}}||teleportation tattoo||500||Muspar&#039;i&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usable by NMU. Requires moon. 20 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
===indented silversteel globe===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|teeny inkpot inlaid with a swirled moonstone dragon}}||teleportation tattoo||2000||Resettable destination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===wide sungold disc===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|damite diadem centered with a phantom sapphire}}||regen item||300||concentration&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|uthamar anklet strung with tiny planets}}||regen item||300||mana&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny purpleheart seed}}||regen item||300||vitality&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===enormous open book===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pure white spiritwood wand inlaid with glowing moonsilver sigils}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|winged tyrium scarab clasping a golden eye}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|thorny amygdaloid seed carved from petrified purpleheart}}|| ||300||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|diacan codex inlaid with moonsilver}}|| ||300||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small stone altar===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|ghostly white Phelim shell carved in low relief}}|| ||1500||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===small copper stand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nightfire opal wolf strung on a chain of moonsilver}}|| ||1750||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===low diamondwood plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===plush velvet pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dreamstone nightingale icon set within an alcove of starstone}}|| ||75||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===oval kertig salver===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|carved ebony eye}}|| ||150||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dark leather goggles with swirled lenses}}|| ||150||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pair of silversteel spectacles with prismatic lenses}}|| ||150||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===filigree silver holder===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pallid dreamstone ouroboros fretted into a knot}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stone Building==&lt;br /&gt;
&lt;br /&gt;
===stylized gold sun===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|angular Wayerd pyramid inlaid with cambrinth moons}}|| ||175||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pocket glass greenhouse framed by cambrinth vines}}|| ||175||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass worktable===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|glittering augmenting loop of dark blue starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|small silversteel brazier scattered with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|polished silversteel burin set with glittering starstones}}|| ||25||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|silversteel imbuement rod topped with a large oval-cut starstone}}|| ||25||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===precarious pile===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|moonsilk arm pouch embroidered with stylized eyes}}|| ||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===emerald gelapod statue===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|portable silversteel bucket with a flared rim}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large mosaic display===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tarnished gold badge}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bronze token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy pewter token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy bony token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy hollow token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shadowy twisted token}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|talisman pouch embroidered with the image of a snowy owl cleaning its talons}}|| ||200||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black talisman pouch embroidered with a fuzzy sun bear}}|| ||200||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===broad ceramic plinth===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|canopic jar with a jackal head}}|| ||250||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===glowing moonsilver bookstand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weighty almanac bound in rich purple leather and a golden closed-eye clasp}}||almanac||2500||magic skillset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===polished satinwood desk===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bocote telescope fitted with uthamar-rimmed clear Xibar topaz lenses}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|plain silversteel key hanging from a short thread}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|gleaming platinum key tied to a royal purple cloth}}|| ||400||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rusted key dangling from a frayed leather strap}}|| ||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===delicate glass hook===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|mistsilk pouch fastened with a strand of miniature glass orbs}}||stacker||100||holds 50 {{ilink|i|tiny glass orb|tiny glass orbs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===spun glitter pillow===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pristine white plush unicorn with a golden horn and rainbow-colored tail}}|| ||60||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===large glass hand===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Type!!Cost!!Details&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|brilliant watercolor Tokka deck pressed with a moonsilver border}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|black sandstone bowl with moonsilver sigils}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|oval divination mirror backed with moonsilver inlaid rosewood}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|chalky demonbones enruned with moonsilver}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|celestial charts of dusky ialalhe illuminated by moonsilver leaf}}|| ||250||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|crystalline dragon tear prism suspended from a moonsilver chain}}|| ||250||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Non-Magic_User&amp;diff=506979</id>
		<title>Non-Magic User</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Non-Magic_User&amp;diff=506979"/>
		<updated>2019-09-05T22:52:59Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Non-Magic User&#039;&#039;&#039;, or NMU is a term used broadly to define characters who cannot use magic. Included are [[thief|Thieves]], [[commoner|Commoners]], and [[barbarian|Barbarians]]. These characters cannot learn spells, cannot use [[scrolls]], [[wands]], or [[runestones]].&lt;br /&gt;
&lt;br /&gt;
They may, however, still benefit from [[constellation jewelry]], [[Item:Azure-scaled poloh&#039;izh hide cloak|polo&#039;izh hide cloak]]s, [[Astoshe&#039;s Eclipse|invisibilty rings]], [[gwethdesuan|gwethdesuans]], and other passive magical items.&lt;br /&gt;
&lt;br /&gt;
Barbarians are a special case. While they can use some of these items (notably, gwethdesuans and polo&#039;izh hide cloaks), they are heavily limited and may be further restricted in the future.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|definitions}}[[page type is::definition| ]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=506850</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=506850"/>
		<updated>2019-08-28T22:02:47Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Undo revision 506847 by RIPPERG (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: [[Tathalus]]&lt;br /&gt;
*Treasurer: Linue&lt;br /&gt;
*Event Coordinator: Tallen&lt;br /&gt;
*Archivist: Aedineus&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Nebby&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Filled&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Filled&lt;br /&gt;
*Qi: Akudyn&lt;br /&gt;
*Shard/Forfedhdar: Pazohn&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
Ajathaer, Alesea, Alisyn, Amaci, Annalyse, [[Arandrowse]], Arcticdark, [[Arianah]], [[Artdel]], Aspet, [[Azillatem]], [[Beauris]], [[Bedlight]], Caale, Caehys, [[Carvalhal]], Chozen, Codiax, [[Coulin]], [[Craetos]], Crobin, [[Cyiarriah]], [[Danoryiel]], Darkewolff, Darkgaze, Dartwin, [[Deaglan]], Deassimus, Deeter, Derenth, Deztra, Doarte, [[Drevid]], Dronic, Druesyillia, Ehrendyl, Eldrich, Elizondo, Enrahn, [[Enwah]], Erixx, Evermore, Evyls, Eyrc, Ezerak, Fariden, Firekiller, Fizzicle, Fyrusa, [[Gags]], Gandoft, Gidien, Glynnes, Govahgn, Grisela, [[Gybrush]], Hammerfist, Hangren, Ipkin, Ishtok, Izykial, Jaelles, [[Jalika]], Jenealle, Jilette, Jiol, Jobian, Joehaynus, Joshuan, [[Jostak]], Julenne, [[Kaeta]], Kara, Kartaan, Kekahuna, Kelyan, Kharansea, Khhriv, Khohan, Kintryn, Kionsun, Kirchov, Kkeno, [[Kraelyst]], Kyloin, Lagury, Larhea, Linden, Loeth, Lythalar, Maatrim, Mahe, Majorly, Malgore, Mallitek, Mattreem, [[Meantermel]], Meeanda, Mendicant, Miir, Mujaki, Myzteke, Naomee, Nebby, [[Nideaya]], Nitali, Nithaven, Oberom, Osires, Pazohn, Psyanide, Puddy, Purruna, [[Pythea]], Raeyshactos, Ramiyah, Redheart, Regalorn, Repoh, Reznov, Rgamato, Rhodium, Rickman, [[Rikimari]], Ritsum, Roodie, Rumplefoot, Saiyana, Sameesh, [[Sandspray]], Sanne, Schreck, [[Schvartzgonif]], [[Scrounger]], Selarr, [[Serindifity]], Silvanus, Sinestar, Siobhannic, [[Sissie]], [[Slavis]], Slital, [[Sneak]], Sneeky, Somnas, Squeam, Svennis, Syrreneo, Taliath, Tallen, Tathalus, Teebone, Teel, [[Tepht]], Teranavi, Teyl, Thady, Thalamarr, Thallie, Theale, Thinkdark, [[Tolena]], Tonaktie, Travisius, Tyrrus, Tyx, Ungara, Vaila, [[Veela]], Vequ, [[Vylencia]], [[Whistling]], Wyntia, Wyspe, Xinge, Zhunni, Zillk, Zyyn&lt;br /&gt;
&lt;br /&gt;
==Retired &amp;amp; Respected Locksmith Union Members==&lt;br /&gt;
These Members are seen in all respect and light of the Union as their time with our Community was valued and enjoyed.&lt;br /&gt;
;As Listed:&lt;br /&gt;
&lt;br /&gt;
[[Mahone]],&lt;br /&gt;
[[Walcar]],&lt;br /&gt;
[[Shannodoah]],&lt;br /&gt;
[[Dyamond]],&lt;br /&gt;
[[Zamn]],&lt;br /&gt;
&lt;br /&gt;
[[Korutu]]&lt;br /&gt;
&lt;br /&gt;
==Union Rules &amp;amp; Government==&lt;br /&gt;
* Requirements are 150 ranks in Lockpicking and a confirming vote of a minimum of three yah. Older bylaw required a 100 ranks or to be guilded circle 10.  &lt;br /&gt;
* LSU offers a minionship for would-be members that do not meet the requirements. They are encouraged to hang around, attending meetings, and attend events. &lt;br /&gt;
* Any position can be questioned and a vote can be called for. A tally will be taken and arrangements will be made, to the result.&lt;br /&gt;
* Sustaining vote to open the meeting and Sustaining vote to close the meeting. &lt;br /&gt;
* This is a Player ran Organization, there in by, laws can be changed and modified. &lt;br /&gt;
* Votes are held in a yah or nay, fashion.  &lt;br /&gt;
* Monthly meetings are held on the &#039;&#039;&#039;Third Wednesday&#039;&#039;&#039; of every &#039;&#039;&#039;month&#039;&#039;&#039; at &#039;&#039;&#039;9 pm&#039;&#039;&#039; eastern time, at the Crossing, Pond.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.  [[Shannodoah]] would somewhat soon there after step down from leadership of the Locksmith Union.   Though he would key as his first new member [[Arandrowse]].  [[Druesyllia]]  soon thereafter took over Leadership of the Locksmith Union, including returning the popular Box Raffles!  She stepped down from leadership handing the leadership over to [[Arandrowse]] in May 2016.&lt;br /&gt;
* December 2016  A vote was called for by [[Nebby]] for the removal of [[Arandrowse]] as leader of the Union.  A No-faith is leadership vote was taken and concluded that [[Arandrowse]] was to step down from his role. [[Nideaya]] was voted in as Acting-Leader until an official vote could occur.&lt;br /&gt;
* January 2017  Nideaya was voted in a Leader of the Locksmith Union. Akudyn would be voted in as an Officer representing the Islands. Nebby would be voted in next as Officer representing the Zoluren area. Tallen as Event Coordinator. Linue was also voted in as Treasurer. Aedineus would contribute voted in as Scrolls and Records. &lt;br /&gt;
*January 2018  Pazohn voted in as Officer representing Shard.&lt;br /&gt;
*August 2019   A vote was called for by [[Tathalus]] for the removal of [[Nideaya]] as leader of the Union. A No-Faith vote was taken and it was decided by unanimous vote that [[Nideaya]] (who had been absent from several recent meetings) was to step down. [[Tathalus]] was voted Leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=506849</id>
		<title>Locksmith Union</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Locksmith_Union&amp;diff=506849"/>
		<updated>2019-08-28T22:02:31Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Undo revision 506848 by RIPPERG (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCOrg}}&lt;br /&gt;
The stated purpose of &#039;&#039;&#039;The Locksmith Union&#039;&#039;&#039; is to provide locations where locksmiths can practice their trade for their fellow adventurers.&lt;br /&gt;
&lt;br /&gt;
[[Image:locksmithavatar.jpg|right|thumb|Locksmith Union Logo designed by Azaal Daak&#039;tor]]&lt;br /&gt;
&lt;br /&gt;
==Current officers==&lt;br /&gt;
*Leader: Nideaya&lt;br /&gt;
*Treasurer: Linue&lt;br /&gt;
*Event Coordinator: Tallen&lt;br /&gt;
*Archivist: Aedineus&lt;br /&gt;
&lt;br /&gt;
;City Representatives&lt;br /&gt;
*Crossing: Nebby&lt;br /&gt;
*Riverhaven/Rossman&#039;s: Filled&lt;br /&gt;
*Theren, Lang and it&#039;s western territories: Filled&lt;br /&gt;
*Qi: Akudyn&lt;br /&gt;
*Shard/Forfedhdar: Pazohn&lt;br /&gt;
&lt;br /&gt;
==Affirmed Members==&lt;br /&gt;
&lt;br /&gt;
Ajathaer, Alesea, Alisyn, Amaci, Annalyse, [[Arandrowse]], Arcticdark, [[Arianah]], [[Artdel]], Aspet, [[Azillatem]], [[Beauris]], [[Bedlight]], Caale, Caehys, [[Carvalhal]], Chozen, Codiax, [[Coulin]], [[Craetos]], Crobin, [[Cyiarriah]], [[Danoryiel]], Darkewolff, Darkgaze, Dartwin, [[Deaglan]], Deassimus, Deeter, Derenth, Deztra, Doarte, [[Drevid]], Dronic, Druesyillia, Ehrendyl, Eldrich, Elizondo, Enrahn, [[Enwah]], Erixx, Evermore, Evyls, Eyrc, Ezerak, Fariden, Firekiller, Fizzicle, Fyrusa, [[Gags]], Gandoft, Gidien, Glynnes, Govahgn, Grisela, [[Gybrush]], Hammerfist, Hangren, Ipkin, Ishtok, Izykial, Jaelles, [[Jalika]], Jenealle, Jilette, Jiol, Jobian, Joehaynus, Joshuan, [[Jostak]], Julenne, [[Kaeta]], Kara, Kartaan, Kekahuna, Kelyan, Kharansea, Khhriv, Khohan, Kintryn, Kionsun, Kirchov, Kkeno, [[Kraelyst]], Kyloin, Lagury, Larhea, Larhea, Linden, Loeth, Lythalar, Maatrim, Mahe, Malgore, Mallitek, Mattreem, [[Meantermel]], Meeanda, Mendicant, Miir, Mujaki, Myzteke, Naomee, Nebby, [[Nideaya]], Nitali, Nithaven, Oberom, Osires, Pazohn, Psyanide, Puddy, Purruna, [[Pythea]], Raeyshactos, Ramiyah, Redheart, Regalorn, Repoh, Reznov, Rgamato, Rhodium, Rickman, [[Rikimari]], Ritsum, Roodie, Rumplefoot, Saiyana, Sameesh, [[Sandspray]], Sanne, Schreck, [[Schvartzgonif]], [[Scrounger]], Selarr, [[Serindifity]], Silvanus, Sinestar, Siobhannic, [[Sissie]], [[Slavis]], Slital, [[Sneak]], Sneeky, Somnas, Squeam, Svennis, Syrreneo, Taliath, Tallen, Tathalus, Teebone, Teel, [[Tepht]], Teranavi, Teyl, Thady, Thalamarr, Thallie, Theale, Thinkdark, [[Tolena]], Tonaktie, Travisius, Tyrrus, Tyx, Ungara, Vaila, [[Veela]], Vequ, [[Vylencia]], [[Whistling]], Wyntia, Wyspe, Xinge, Zhunni, Zillk, Zyyn&lt;br /&gt;
&lt;br /&gt;
==Retired &amp;amp; Respected Locksmith Union Members==&lt;br /&gt;
These Members are seen in all respect and light of the Union as their time with our Community was valued and enjoyed.&lt;br /&gt;
;As Listed:&lt;br /&gt;
&lt;br /&gt;
[[Mahone]],&lt;br /&gt;
[[Walcar]],&lt;br /&gt;
[[Shannodoah]],&lt;br /&gt;
[[Dyamond]],&lt;br /&gt;
[[Zamn]],&lt;br /&gt;
[[Kyodan]]&lt;br /&gt;
&lt;br /&gt;
[[Korutu]]&lt;br /&gt;
&lt;br /&gt;
==Union Rules &amp;amp; Government==&lt;br /&gt;
* Requirements are 150 ranks in Lockpicking and a confirming vote of a minimum of three yah. Older bylaw required a 100 ranks or to be guilded circle 10.  &lt;br /&gt;
* LSU offers a minionship for would-be members that do not meet the requirements. They are encouraged to hang around, attending meetings, and attend events. &lt;br /&gt;
* Any position can be questioned and a vote can be called for. A tally will be taken and arrangements will be made, to the result.&lt;br /&gt;
* Sustaining vote to open the meeting and Sustaining vote to close the meeting. &lt;br /&gt;
* This is a Player ran Organization, there in by, laws can be changed and modified. &lt;br /&gt;
* Votes are held in a yah or nay, fashion.  &lt;br /&gt;
* Monthly meetings are held on the &#039;&#039;&#039;Third Wednesday&#039;&#039;&#039; of every &#039;&#039;&#039;month&#039;&#039;&#039; at &#039;&#039;&#039;9 pm&#039;&#039;&#039; eastern time, at the Crossing, Pond.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
* The Locksmith Union was founded on November 16th, 2001 by [[Kraelyst the Hand]], who remained its leader until Jilette succeeded him on March 1, 2008.  The founding was made public through the production of the first ever [[The_Locksmith_Union#Box_Raffle|Box Raffle]] (details below).&lt;br /&gt;
&lt;br /&gt;
* During the summer of 2002 the general public was immersed in a conflict regarding lockpick prices which resulted in blame being misdirected at The Locksmith Union for fixing prices.  The confusion arose because one of the Union&#039;s few rules was that its &#039;&#039;members&#039;&#039; could not sell lockpicks for less than 4 gold per master or 1 platinum per grandmaster.  People hostile to the Union or Thieves or locksmiths in general began intentionally underselling lockpicks by large amounts or giving lockpicks away for free.  Many locksmiths (some in the Union and some not) took retribution on people who continued to purposefully undersell lockpicks.  The Locksmith Union published a statement that it was not involved with enforcing prices on non-members and did not condone nor condemn the independent acts of its members.&lt;br /&gt;
&lt;br /&gt;
* Lockpick prices have continued to remain stable at approximately 4 gold per master and 1 plat per grandmaster despite the pricing conflict and despite the fact that The Locksmith Union dropped minimum lockpick prices from its member rules in 2005.&lt;br /&gt;
&lt;br /&gt;
* In January 2003 The Locksmith Union became the first non-Official player organization to receive a group badge (a gleaming animite key) and an affiliation post-title &amp;quot;of The Locksmith Union.&amp;quot;  This was made possible by Product Manager Solomon and Senior GameMaster Jeremael who transferred the badge mechanics over from The Fallen where they were being used for the warring organizations.&lt;br /&gt;
&lt;br /&gt;
* In May 2003 The Locksmith Union was granted its own Simutronics Forums avatar, which was designed by Union member Azaal Daak&#039;tor.&lt;br /&gt;
&lt;br /&gt;
* In January 2004 the first &amp;quot;City Reps&amp;quot; were named.  These individuals were to coordinate efforts and act as a leader for members in their region.  They included:&lt;br /&gt;
** Crossing Rep: Vaetle Loeion &lt;br /&gt;
** Riverhaven Rep: Mackes Cultellus&lt;br /&gt;
** Langenfirth Rep: Walcar Walcars&lt;br /&gt;
** Shard Rep: Silverfly Wasarbus&lt;br /&gt;
&lt;br /&gt;
* In December 2004 Jilette Darkkwidow was selected as the new box raffle chairman to replace [[Kraelyst]] who had done the previous three raffles.  Jilette organized the 2006 Box Raffle and the 2007 Box Raffle, which was the first to be held in a wedding area so as to be easily accessible from all major cities.&lt;br /&gt;
&lt;br /&gt;
* On March 1, 2008 Kraelyst announced that Jilette Darkkwidow would succeed him has leader of the Locksmith Union.&lt;br /&gt;
&lt;br /&gt;
* In late 2008 Jilette due to Real Life reasons stopped Playing Dragonrealms, leaving a leadership vacume in the Union, and due to the Union&#039;s rules it cannot induct new members until a new leader is chosen.&lt;br /&gt;
&lt;br /&gt;
* October 2010 The Locksmith Union met with the Orders GM to talk about choosing a new leader. Candidates were asked to email the GM and answer questions, the outcome of which, she would choose a new leader. However, no Leader has been selected as of yet, and the Union still remains in a state of stagnation.&lt;br /&gt;
&lt;br /&gt;
* November 2010 [[Shannodoah]] named new leader of the Union.  [[Shannodoah]] would somewhat soon there after step down from leadership of the Locksmith Union.   Though he would key as his first new member [[Arandrowse]].  [[Druesyllia]]  soon thereafter took over Leadership of the Locksmith Union, including returning the popular Box Raffles!  She stepped down from leadership handing the leadership over to [[Arandrowse]] in May 2016.&lt;br /&gt;
* December 2016  A vote was called for by [[Nebby]] for the removal of [[Arandrowse]] as leader of the Union.  A No-faith is leadership vote was taken and concluded that [[Arandrowse]] was to step down from his role. [[Nideaya]] was voted in as Acting-Leader until an official vote could occur.&lt;br /&gt;
* January 2017  Nideaya was voted in a Leader of the Locksmith Union. Akudyn would be voted in as an Officer representing the Islands. Nebby would be voted in next as Officer representing the Zoluren area. Tallen as Event Coordinator. Linue was also voted in as Treasurer. Aedineus would contribute voted in as Scrolls and Records. &lt;br /&gt;
*January 2018  Pazohn voted in as Officer representing Shard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Box raffle ==&lt;br /&gt;
&lt;br /&gt;
The Box Raffle is an event hosted by The Locksmith Union every year or two years.  Its purpose is to raise awareness and goodwill for The Locksmith Union.  To receive entries into the raffle a person brings boxes to a designated location to be open by members of The Locksmith Union.  Each box opened is worth one entry in the raffle up to a maximum number of entries.  An additional limited number of entries can be obtained by purchasing master or grandmaster lockpicks from Union members at or above the standard price.  The entry phase of the raffle typically lasts for 2 to 3 non-stop days.  Hundreds of items and thousands of platinums are given away as prizes.&lt;br /&gt;
&lt;br /&gt;
== Other events ==&lt;br /&gt;
&lt;br /&gt;
The Locksmith Union has organized and participated in many other events including regular group raids on the [[Throne City Museum]], an exploration of the [[Penal Colony]] on [[M&#039;riss]], and the Locksmith Union&#039;s anniversary party in 2007.&lt;br /&gt;
{{Cat|Player organizations,Unofficial organizations,Service organizations,Active organizations}}[[page type is::organization| ]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Pair_of_rugged_straps_accented_with_bone_beading&amp;diff=505732</id>
		<title>Item:Pair of rugged straps accented with bone beading</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Pair_of_rugged_straps_accented_with_bone_beading&amp;diff=505732"/>
		<updated>2019-08-11T17:57:32Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=straps&lt;br /&gt;
|look=It currently does not have any items tied to it.&amp;lt;br /&amp;gt;&lt;br /&gt;
or&amp;lt;br /&amp;gt;&lt;br /&gt;
It currently has one item tied to it.  You may LOOK ON MY straps to see it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suspended from a thick belt, the straps are designed to attach to the thighs of the wearer.  Sturdy ties on each look ideal for holding a single greataxe or flamberge.&lt;br /&gt;
|MTag=bone&lt;br /&gt;
|type=tie&lt;br /&gt;
|wearloc=thigh&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=55,000&lt;br /&gt;
|lsize=9&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|study}}: You study your straps and think you could potentially PUSH, PULL, TIE, and UNTIE.&lt;br /&gt;
: Your straps will accept a total of 1 items.  You think you can tie the following items:  greataxe, flamberge.&lt;br /&gt;
: Your straps currently has no items tied to it.&lt;br /&gt;
or&lt;br /&gt;
: Your straps currently has 1 item tied to it.  You may LOOK ON straps to see it.&lt;br /&gt;
* {{com|push}}: You fiddle with a tie on your straps, loosening it up.&lt;br /&gt;
* {{com|pull}}: You adjust the ties on your straps, securing them more tightly.&lt;br /&gt;
* {{com|tie}}: You attach a &amp;lt;greataxe&amp;gt; to your rugged straps.&lt;br /&gt;
* {{com|untie}}: You remove a &amp;lt;greataxe&amp;gt; from your rugged straps.&lt;br /&gt;
* {{com|look}} on straps: On the rugged straps you see a &amp;lt;greataxe&amp;gt;.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Sturdy_straps_stained_to_a_shadowy_black&amp;diff=505731</id>
		<title>Item:Sturdy straps stained to a shadowy black</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Sturdy_straps_stained_to_a_shadowy_black&amp;diff=505731"/>
		<updated>2019-08-11T17:57:11Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=straps&lt;br /&gt;
|look=It currently does not have any items tied to it.&amp;lt;br /&amp;gt;&lt;br /&gt;
or&amp;lt;br /&amp;gt;&lt;br /&gt;
It currently has one item tied to it.  You may LOOK ON MY straps to see it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suspended from a thick belt, the straps are designed to attach to the thighs of the wearer.  Sturdy ties on each look ideal for holding a single adze or gladius.&lt;br /&gt;
|CTag=shadowy black,black&lt;br /&gt;
|type=tie&lt;br /&gt;
|wearloc=thigh&lt;br /&gt;
|weight=5&lt;br /&gt;
|lsize=9&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|study}}: You study your straps and think you could potentially PUSH, PULL, TIE, and UNTIE.&lt;br /&gt;
: Your straps will accept a total of 1 items.  You think you can tie the following items:  adze, gladius.&lt;br /&gt;
: Your straps currently has no items tied to it.&lt;br /&gt;
or&lt;br /&gt;
: Your straps currently has 1 item tied to it.  You may LOOK ON straps to see it.&lt;br /&gt;
* {{com|push}}: You fiddle with a tie on your straps, loosening it up.&lt;br /&gt;
* {{com|pull}}: You adjust the ties on your straps, securing them more tightly.&lt;br /&gt;
* {{com|tie}}: You attach a &amp;lt;gladius&amp;gt; to your sturdy straps.&lt;br /&gt;
* {{com|untie}}: You remove a &amp;lt;gladius&amp;gt; from your sturdy straps.&lt;br /&gt;
* {{com|look}} on straps: On the sturdy straps you see a &amp;lt;gladius&amp;gt;.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Pair_of_reinforced_straps_on_a_platinum_studded_belt&amp;diff=505729</id>
		<title>Item:Pair of reinforced straps on a platinum studded belt</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Pair_of_reinforced_straps_on_a_platinum_studded_belt&amp;diff=505729"/>
		<updated>2019-08-11T17:25:33Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=straps&lt;br /&gt;
|look=It currently does not have any items tied to it.&amp;lt;br /&amp;gt;&lt;br /&gt;
or&amp;lt;br /&amp;gt;&lt;br /&gt;
It currently has one item tied to it.  You may LOOK ON MY straps to see it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suspended from a thick belt, the straps are designed to attach to the thighs of the wearer.  Sturdy ties on each look ideal for holding a single blade or sword.&lt;br /&gt;
|MTag=platinum&lt;br /&gt;
|type=tie&lt;br /&gt;
|wearloc=thigh&lt;br /&gt;
|weight=5&lt;br /&gt;
|lsize=9&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|study}}: You study your straps and think you could potentially PUSH, PULL, TIE, and UNTIE.&lt;br /&gt;
: Your straps will accept a total of 1 items.  You think you can tie the following items:  sword, blade.&lt;br /&gt;
: Your straps currently has no items tied to it.&lt;br /&gt;
or&lt;br /&gt;
: Your straps currently has 1 item tied to it.  You may LOOK ON straps to see it.&lt;br /&gt;
* {{com|push}}: You fiddle with a tie on your straps, loosening it up.&lt;br /&gt;
* {{com|pull}}: You adjust the ties on your straps, securing them more tightly.&lt;br /&gt;
* {{com|tie}}: You attach a &amp;lt;sword&amp;gt; to your reinforced straps.&lt;br /&gt;
* {{com|untie}}: You remove a &amp;lt;sword&amp;gt; from your reinforced straps.&lt;br /&gt;
* {{com|look}} on straps: On the reinforced straps you see a &amp;lt;sword&amp;gt;.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Pair_of_black_tactical_thigh_straps_reinforced_with_thick_leather&amp;diff=505728</id>
		<title>Item:Pair of black tactical thigh straps reinforced with thick leather</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Pair_of_black_tactical_thigh_straps_reinforced_with_thick_leather&amp;diff=505728"/>
		<updated>2019-08-11T17:25:00Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=straps&lt;br /&gt;
|look=It currently does not have any items tied to it.&amp;lt;br /&amp;gt;&lt;br /&gt;
or&amp;lt;br /&amp;gt;&lt;br /&gt;
It currently has one item tied to it.  You may LOOK ON MY straps to see it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suspended from a thick belt, the straps are designed to attack to the thighs of the wearer.  Sturdy ties on each look ideal for holding a single broadsword or axe.&lt;br /&gt;
|MTag=leather&lt;br /&gt;
|type=tie&lt;br /&gt;
|wearloc=thigh&lt;br /&gt;
|weight=5&lt;br /&gt;
|lsize=9&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|ilsize=-&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
* {{com|study}}: You study your straps and think you could potentially PUSH, PULL, TIE, and UNTIE.&lt;br /&gt;
: Your straps will accept a total of 1 items.  You think you can tie the following items:  axe, broadsword.&lt;br /&gt;
: Your straps currently has no items tied to it.&lt;br /&gt;
or&lt;br /&gt;
: Your straps currently has 1 item tied to it.  You may LOOK ON straps to see it.&lt;br /&gt;
* {{com|push}}: You fiddle with a tie on your straps, loosening it up.&lt;br /&gt;
* {{com|pull}}: You adjust the ties on your straps, securing them more tightly.&lt;br /&gt;
* {{com|tie}}: You attach a &amp;lt;axe&amp;gt; to your thigh straps.&lt;br /&gt;
* {{com|untie}}: You remove a &amp;lt;axe&amp;gt; from your thigh straps.&lt;br /&gt;
* {{com|look}} on straps: On the thigh straps you see a &amp;lt;axe&amp;gt;.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Squanto%27s_rare_metal_weapons&amp;diff=496367</id>
		<title>Squanto&#039;s rare metal weapons</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Squanto%27s_rare_metal_weapons&amp;diff=496367"/>
		<updated>2018-11-19T15:54:49Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
===WELCOME===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Welcome friends, and enemies, to [[Squanto]]&#039;s Rare Metal Weapons and Wares. ( Okay, so it is mostly weapons but “wares” makes it seems more friendly and less ARGH! COME GET A STABBY THING!)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Here, we have broken down each weapon by type and then listed them by the metal used from the least dense to the most dense. You can see the stats of each weapon, and compare them all in one place. Each magnificent piece is beautifully crafted to the highest possible standards, and is stamped by [[Squanto]] Longstalk himself, so you know it is an original. Because not everyone is well versed in the nuances of choosing a weapon, we will break it down for you simply. If you are comfortable with your knowledge of all things sharp, dull, pointy, and OUCH!-tastic, please feel free to skip on down to the tables and ignore the rest! ( You will be missing out though, just saying.)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===METAL, METAL, METAL... it is all the same, right??===&lt;br /&gt;
NO! It is not the same, in fact, which metal you choose will greatly affect how well your weapon works in your hands. Silversteel is the lightest, then Glaes, Tyrium, Kertig, and finally Haralun at the heaviest. The weight of the metal is very important when it comes to how YOU will wield the weapon. Heavier weapons hit harder, but, will tend to be less balanced. ALSO! Keep in mind, if you take the heaviest, densest metal available, turn it into the head of a hammer and put in on the end of a stick... it is going to be a lot harder to get moving, even if it does hit like a charging caravan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Silversteel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Glaes]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyrium]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kertig]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Haralun]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===DENSITY! Does it really matter?===&lt;br /&gt;
The density of the metal used in creating your weapon of mass destruction is very important.  It affects the weight of the weapon and that will influence the damage, balance, force of impact and suitedness.  Lower density metals will create better balanced weapons,  but they will also do less damage, have a lower force of impact and be less suited when it comes to usuing your strength.  The higher density metals are going to give you weapons that will hit harder and your strength will matter more, but the balance might leave you spinning if you are swinging a way with a 125 stone haralun sledgehammer.&amp;lt;br&amp;gt;   &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
When considering the metals we are talking about, there are a few important things to keep in mind.  Silversteel and Glaes are the lightest (they can be at the lowest craftable density of 3 stones per volume) and Haralun and Kertig are the heaviest (they can be at the cap of 7.5 stones per volume, you can go higher but it just makes it heavier, nothing else will change).  Tyrium can get up to 6.99 stones per volume, which is only a smidge lower than the base density of Kertig, and remember, weapons don&#039;t care about fractions.  Even though Tryium can not be as dense as Haralun and Kertig, it is harder, so you can create weapons that will hit almost as hard and be just about as suited to your strength, but not spin you like a top because the weight will be slightly lower. &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Got it??&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Good!!&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
(if not, talk to [[Squanto]] because it is very possible that this part left [[Synamon]] drooling on herself a little bit)&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===DAMAGE!!! Getting your hurt on!! ===&lt;br /&gt;
How do you do battle? Are you a stabber? A feint-er? A basher? When looking at weapons, you need to consider what skill you are training, but also how you train. Some folks just feint their way to victory, while others like to poke holes in their victims. Bashing your foe into oblivion is also fun. You can look at the TYPE of damage a weapon is designed to do, and choose the one that works best with your style. Keep in mind, a nightstick is not going to poke a hole in anything, and if you bash something with a scimitar, you will likely be slicing away parts as opposed to denting them in.  Of course, there is a lot more to it than this, but this gives you a basic understanding, and will not melt your brain with the influx of knowledge!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FOI * - FORCE OF IMPACT ===&lt;br /&gt;
You like to hit things? You like to hit them hard? Stunning! No, really, stunning. Force of impact is how much more likely the weapon is to cause a stun. Remember, how well YOU train and how well YOU use the weapon is the key, but an increase in force of impact can make it that much more likely your opponent will get knocked out! ( They get knocked out, and don&#039;t get up again! Your Tyrium mallet is going to keep them down! )&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===BALANCE===&lt;br /&gt;
Have you always wanted to frolic in the fields like a pretty, pretty pixie? Are you agile like a grey death squirrel? Do the trailing skirts of your gossamer gown float gracefully behind you as you fly into the heat of battle? The balance of the weapon is affected by your agility, the more balanced it is, the easier it will be to swing and then recover, as opposed to leaving you spinning like a top.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===SUITABILITY===&lt;br /&gt;
Bulging biceps that dance in the pale moonlight affect the suitability of the weapon. YOUR strength can influence the damage dealt with the weapon and the more suitable it is to your strength, the more damage you can potentially do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===DURABLITY===&lt;br /&gt;
Rare metals are excellent for many things, but one of the things that make them EVEN BETTER (dun dun dun) is their durability!! These weapons are created to last long into the battle with nary a scratch, or ding! Not a piffle of a ripple! No notches or splotches! Ladies and Gentlemen, you will find that the repair shops will become a thing of the past and your time in battle will greatly improve. “WHOA!” Right? (You totally said that out loud and the people around you are looking at you weird. Shhh! ) It is true! You will notice that the durability of these metals far outmatches that of the common steel. “What is the catch!” ( Stop yelling at the computer!) There really is none, improved durability means you can train longer and earn more, they are a little more expensive to repair, but you more than make up for that with your time in the field.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===THE MORE YOU KNOW! ===&lt;br /&gt;
So, now, you know all the things. ( At least most anyway. ) It is time to move forward and CHOOSE YOUR WEAPON!! A few things to keep in mind as you look over the vast selection of awesomeness: What skill are you training? How do you fight? Are you stronger or more agile? Do you like cheese on your waffles? As you browse through the weapon types you will see a lot of information, keep the things that are most important to YOU in mind and you will do great.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Simply stated, if you are a giant pink Kaldar Barbarian, you will do well with a Tryium or Kertig slicer, but if you are a tiny furry-footed Halfling Thief, a Glaes stabber will suit you perfectly. If you are a Dwarven Paladin... you are awesome and anything you touch will become perfection in your hands! ( But, only if your name is [[Uthgaar]], otherwise, grab that Haralun hammer and chuck it at your foes.)  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== MEETING THE MASTER!===&lt;br /&gt;
[[Squanto]] Longstalk is an intimidating figure. The witch balls!  The pink! The amazing!  But, fear not, gentle non-Squanto person! This awesome mountain of a Kaldar is a generous soul and always happy to help. (unless he is busy, then he has to get back to you or something!)  Please journey to the bottom of the page and learn how YOU too, can speak with the master!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Approved Vendor List ===&lt;br /&gt;
Pick up your Squanto-crafted rare metal weapons at these fine retailers:&lt;br /&gt;
&lt;br /&gt;
Tiddeggur&#039;s House Of Pain - operated by [[Tiddeggur]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tindle&#039;s Ores and More - operated by [[Tindle]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Miss Gnomer&#039;s - operated by [[Tinkery]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you would like to carry Squanto-crafted rare metal weapons in your shop, contact me at AIM Squantodr.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Limited use templates===&lt;br /&gt;
&lt;br /&gt;
Please note that all items with an asterisk (*) at the start of the name indicate weapons made with a limited use template.&lt;br /&gt;
&lt;br /&gt;
List should be updated regularly, but check [[Weaponsmithing_products#Special_Instructions|The special instructions page]] as well.&lt;br /&gt;
&lt;br /&gt;
===Small Edged Weapons===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| silversteel || foil || 08 - somewhat heavy || 04 - somewhat fair || 01 - dismal || 01 - terribly || 13 - superbly || 00 - not || 18 - practically invulnerable || 15&lt;br /&gt;
|-&lt;br /&gt;
| silversteel || rapier || 09 - heavy || 04 - somewhat fair || 02 - poor || 01 - terribly || 13 - superbly || 01 - terribly || 18 - practically invulnerable || 21&lt;br /&gt;
|-&lt;br /&gt;
| silversteel || light throwing axe || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 04 - inadequately || 18 - practically invulnerable || 25&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hawkbill* || 04 - somewhat fair || 05 - fair || 01 - dismal || 01 - terribly || 10 - very well || 04 - inadequately || 12 - quite guarded || 3&lt;br /&gt;
|-&lt;br /&gt;
| glaes || dagger || 04 - somewhat fair || 06 - somewhat moderate || 01 - dismal || 01 - terribly || 12 - excellently || 00 - not || 12 - quite guarded || 6&lt;br /&gt;
|-&lt;br /&gt;
| glaes || stiletto || 07 - moderate || 03 - low || 01 - dismal || 01 - terribly || 12 - excellently || 00 - not || 12 - quite guarded || 6&lt;br /&gt;
|-&lt;br /&gt;
| glaes || telek || 07 - moderate || 03 - low || 01 - dismal || 01 - terribly || 12 - excellently || 00 - not || 12 - quite guarded || 6&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sunblade || 06 - somewhat moderate || 04 - somewhat fair || 02 - poor || n/a || 13 - superbly || 02 - dismally || 12 - quite guarded || 9&lt;br /&gt;
|-&lt;br /&gt;
| glaes || kasai || 06 - somewhat moderate || 04 - somewhat fair || 02 - poor || 01 - terribly || 11 - extremely well || 02 - dismally || 12 - quite guarded || 9&lt;br /&gt;
|-&lt;br /&gt;
| glaes || pasabas || 08 - somewhat heavy || 04 - somewhat fair || 01 - dismal || 01 - terribly || 13 - superbly || 00 - not || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || thrusting blade || 08 - somewhat heavy || 04 - somewhat fair || 01 - dismal || 01 - terribly || 13 - superbly || 00 - not || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || rapier || 08 - somewhat heavy || 04 - somewhat fair || 01 - dismal || 01 - terribly || 13 - superbly || 00 - not || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || serrated parazonium* || 08 - somewhat heavy || 04 - somewhat fair || 02 - poor || 01 - terribly || 09 - well || 04 - inadequately || 14 - very strong || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe || 02 - poor || 07 - moderate || 04 - somewhat fair || 02 - dismally || 08 - soundly || 04 - inadequately || 12 - quite guarded || 18&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scimitar || 03 - low || 08 - somewhat heavy || 03 - low || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 18&lt;br /&gt;
|-&lt;br /&gt;
| glaes || gladius || 08 - somewhat heavy || 03 - low || 03 - low || 02 - dismally || 09 - well || 04 - inadequately || 12 - quite guarded || 18&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cutlass || 03 - low || 07 - moderate || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hurling axe || 04 - somewhat fair || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || thrusting blade || 09 - heavy || 04 - somewhat fair || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 12 - quite guarded || 25&lt;br /&gt;
|-&lt;br /&gt;
| glaes || pasabas || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || thrusting blade || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || foil || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || rapier || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sabre || 10 - very heavy || 03 - low || 04 - somewhat fair || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || gladius || 10 - very heavy || 03 - low || 04 - somewhat fair || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sabre || 10 - very heavy || 03 - low || 04 - somewhat fair || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe (unbalanced) || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 06 - decently || 06 - decently || 12 - quite guarded || 32&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scimitar (unbalanced) || 03 - low || 10 - very heavy || 05 - fair || 03 - poorly || 06 - decently || 07 - reasonably || 12 - quite guarded || 32&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scimitar || 03 - low || 10 - very heavy || 05 - fair || 03 - poorly || 06 - decently || 07 - reasonably || 12 - quite guarded || 32&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scimitar || 03 - low || 10 - very heavy || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 12 - quite guarded || 33&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cutlass || 03 - low || 08 - somewhat heavy || 06 - somewhat moderate || 03 - poorly || 06 - decently || 07 - reasonably || 12 - quite guarded || 35&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cutlass || 03 - low || 08 - somewhat heavy || 06 - somewhat moderate || 03 - poorly || 05 - fairly || 08 - soundly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cutlass || 03 - low || 08 - somewhat heavy || 06 - somewhat moderate || 03 - poorly || 06 - decently || 07 - reasonably || 12 - quite guarded || 37&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || hawkbill* || 04 - somewhat fair || 06 - somewhat moderate || 02 - poor || n/a || 12 - excellently || 05 - fairly || 17 - nearly impervious || 6&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || telek || 08 - somewhat heavy || 04 - somewhat fair || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 17 - nearly impervious || 13&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || rapier || 09 - heavy || 05 - fair || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 17 - nearly impervious || 22&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || pasabas || 10 - very heavy || 05 - fair || 03 - low || 02 - dismally || 12 - excellently || 02 - dismally || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || rapier || 10 - very heavy || 05 - fair || 03 - low || 02 - dismally || 12 - excellently || 02 - dismally || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || thrusting blade || 10 - very heavy || 05 - fair || 03 - low || 02 - dismally || 12 - excellently || 02 - dismally || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || serrated parazonium* || 10 - very heavy || 05 - fair || 03 - low || 02 - dismally || 09 - well || 05 - fairly || 18 - practically invulnerable || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || serrated parazonium* || 10 - very heavy || 05 - fair || 03 - low || 02 - dismally || 08 - soundly || 05 - fairly || 18 - practically invulnerable || 34&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || light throwing axe || 03 - low || 10 - very heavy || 07 - moderate || 04 - inadequately || 06 - decently || 06 - decently || 17 - nearly impervious || 40&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || scimitar || 03 - low || 11 - great || 06 - somewhat moderate || n/a || 06 - decently || 07 - reasonably || 17 - nearly impervious || 41&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || parang || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 06 - decently || 07 - reasonably || 17 - nearly impervious || 41&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || light throwing axe || 03 - low || 10 - very heavy || 07 - moderate || 04 - inadequately || 06 - decently || 06 - decently || 17 - nearly impervious || 41&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || cutlass || 04 - somewhat fair || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 05 - fairly || 09 - well || 17 - nearly impervious || 47&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || cutlass || 04 - somewhat fair || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 05 - fairly || 09 - well || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || hurling axe || 05 - fair || 10 - very heavy || 07 - moderate || n/a || 05 - fairly || 06 - decently || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || shotel || 04 - somewhat fair || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 05 - fairly || 09 - well || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || serrated khopesh* || 03 - low || 10 - very heavy || 09 - heavy || 05 - fairly || 02 - dismally || 12 - excellently || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hawkbill* || 04 - somewhat fair || 06 - somewhat moderate || 02 - poor || 01 - terribly || 09 - well || 05 - fairly || 16 - unusually resilient || 7&lt;br /&gt;
|-&lt;br /&gt;
| kertig || stiletto || 08 - somewhat heavy || 03 - low || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 16 - unusually resilient || 14&lt;br /&gt;
|-&lt;br /&gt;
| kertig || telek || 08 - somewhat heavy || 03 - low || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 16 - unusually resilent || 15&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sunblade || 07 - moderate || 05 - fair || 03 - low || 02 - dismally || 10 - very well || 03 - poorly || 16 - unusually resilient || 22&lt;br /&gt;
|-&lt;br /&gt;
| kertig || thrusting blade || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 16 - unusually resilient || 29&lt;br /&gt;
|-&lt;br /&gt;
| kertig || rapier || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sabre || 10 - very heavy || 03 - low || 04 - somewhat fair || n/a || 08 - soundly || 05 - fairly || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || thrusting blade || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || pasabas || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || thrusting blade || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 16 - ususually resilient || 32&lt;br /&gt;
|-&lt;br /&gt;
| kertig || serrated parazonium* || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 08 - soundly || 05 - fairly || 17 - nearly impervious || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || light throwing axe || 02 - poor || 09 - heavy || 06 - somewhat moderate || n/a || 06 - decently || 05 - fairly || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || scimitar || 03 - low || 10 - very heavy || 05 - fair || n/a || 07 - reasonably || 06 - decently || 16 - unusually resilient || 38&lt;br /&gt;
|-&lt;br /&gt;
| kertig || shotel || 03 - low || 09 - heavy || 07 - moderate || 04 - inadequately || 05 - fairly || 08 - soundly || 16 - unusually resilient || 39&lt;br /&gt;
|-&lt;br /&gt;
| kertig || light throwing axe || 02 - poor || 10 - very heavy || 07 - moderate || 04 - inadequately || 05 - fairly || 06 - decently || 16 - unusually resilient || 45&lt;br /&gt;
|-&lt;br /&gt;
| kertig || scimitar || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 06 - decently || 07 - reasonably || 16 - unusually resilient || 45&lt;br /&gt;
|-&lt;br /&gt;
| kertig || cutlass || 03 - low || 09 - heavy || 07 - moderate || n/a || 05 - fairly || 08 - soundly || 16 - unusually resilient || 47&lt;br /&gt;
|-&lt;br /&gt;
| kertig || cutlass || 03 - low || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 09 - well || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hand axe || 03 - low || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 09 - well || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || serrated iltesh* || 09 - heavy || 07 - moderate || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || telek || 08 - somewhat heavy || 03 - low || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 14 - very strong || 15&lt;br /&gt;
|-&lt;br /&gt;
| haralun || stiletto || 08 - somewhat heavy || 03 - low || 02 - poor || 01 - terribly || 12 - excellently || 01 - terribly || 14 - very strong || 15&lt;br /&gt;
|-&lt;br /&gt;
| haralun || rapier || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 14 - very strong || 28&lt;br /&gt;
|-&lt;br /&gt;
| haralun || rapier || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 14 - very strong || 30&lt;br /&gt;
|-&lt;br /&gt;
| haralun || thrusting blade || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 02 - dismally || 14 - very strong || 30&lt;br /&gt;
|-&lt;br /&gt;
| haralun || serrated parazonium* || 10 - very heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 08 - soundly || 05 - fairly || 15 - extremely || 30 &lt;br /&gt;
|-&lt;br /&gt;
| haralun || dao || 02 - poor || 08 - somewhat heavy || 06 - somewhat moderate || 03 - poorly || 04 - inadequately || 09 - well || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || foil || 10 - very heavy || 04 - somewhat fair || 04 - somewhat fair || 02 - dismally || 10 - very well || 03 - poorly || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || rapier || 10 - very heavy || 04 - somewhat fair || 04 - somewhat fair || 02 - dismally || 10 - very well || 03 - poorly || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || adze || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 05 - fairly || 08 - soundly || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light throwing axe || 02 - poor || 10 - very heavy || 07 - moderate || 04 - inadequately || 05 - fairly || 06 - decently || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || mambeli || 11 - great || 03 - low || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || gladius || 11 - great || 03 - low || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || scimitar || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 06 - decently || 07 - reasonably || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || parang || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 05 - fairly || 08 - soundly || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || scimitar || 03 - low || 11 - great || 06 - somewhat moderate || n/a || 06 - decently || 07 - reasonably || 14 - very strong || 46&lt;br /&gt;
|-&lt;br /&gt;
| haralun || cutlass || 03 - low || 09 - heavy || 08 - somewhat heavy || 04 - inadequately || 05 - fairly || 08 - soundly || 14 - very strong || 48&lt;br /&gt;
|-&lt;br /&gt;
| haralun || cutlass || 03 - low || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 09 - well || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || shotel || 03 - low || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 09 - well || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || hatchet || 03 - low || 10 - very heavy || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 09 - well || 14 - very strong || 52&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Edged Weapons ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight&lt;br /&gt;
|-&lt;br /&gt;
| silversteel || hurling axe || 04 - somewhat fair || 09 - heavy || 06 - somewhat moderate || 03 - poorly || 06 - decently || 05 - fairly || 18 - practically invulnerable || 34&lt;br /&gt;
|-&lt;br /&gt;
| glaes || broadsword || 02 - poor || 10 - very heavy || 04 - somewhat fair || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || kudalata || 02 - poor || 10 - very heavy || 04 - somewhat fair || 02 - dismally || 08 - soundly || 05 - fairly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || serrated kudalata* || 02 - poor || 10 - very heavy || 03 - low || n/a || 09 - well || 04 - inadequately || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cinquedea || 09 - heavy || 05 - fair || 02 - poor || 01 - terribly || 09 - well || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || namkomba || 09 - heavy || 05 - fair || 02 - poor || 01 - terribly || 09 - well || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || serrated recade* || 07 - moderate || 07 - moderate || 02 - poor || 02 - dismally || 10 - very well || 03 - poorly || 13 - highly protected || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sterak axe* || 01 - dismal || 08 - somewhat heavy || 08 - somewhat heavy || 03 - poorly || 08 - soundly || 06 - decently || 13 - highly protected || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || phalanx sword* || 03 - low || 10 - very heavy || 05 - fair  || 03 - poorly || 07 - reasonably || 06 - decently || 14 - very strong || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || broadsword || 02 - poor || 11 - great || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 12 - quite guarded || 35&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sterak axe* || 01 - dismal || 09 - heavy || 09 - heavy || 03 - poorly || 06 - decently || 08 - soundly || 13 - highly protected || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || sterak axe* (unbalanced) || 01 - dismal || 09 - heavy || 09 - heavy || 03 - poorly || 06 - decently || 08 - soundly || 13 - highly protected || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || spatha || 02 - poor || 11 - great || 05 - fair || 03 - poorly || 07 - reasonably || 06 - decently || 12 - quite guarded || 37&lt;br /&gt;
|-&lt;br /&gt;
| glaes || serrated recade* || 08 - somewhat heavy || 08 - somewhat heavy || 03 - low || 03 - poorly || 08 - soundly || 05 - fairly || 13 - highly protected || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || battle axe || 01 - dismal || 10 - very heavy || 10 - very heavy || n/a || 04 - inadequately || 09 - well || n/a || 50&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || broadsword || 03 - low || 11 - great || 05 - fair || 03 - poorly || 08 - soundly || 06 - decently || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || broadsword || 03 - low || 13 - severe || 07 - moderate || 04 - inadequately || 06 - decently || 08 - soundly || 17 - nearly impervious || 40&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || broadsword || 03 - low || 13 - severe || 07 - moderate || 04 - inadequately || 06 - decently || 08 - soundly || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 03 - low || 12 - very great || 06 - somewhat moderate || n/a || 07 - reasonably || 06 - decently || 17 - nearly impervious || 44&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 03 - low || 12 - very great || 07 - moderate || n/a || 06 - decently || 07 - reasonably || 17 - nearly impervious || 54&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 03 – low || 13 – severe || 08 – somewhat heavy || 05 – fairly || 05 – fairly || 08 – soundly || 17 – nearly impervious || 62&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 04 - inadequately || 05 - fairly || 10 - very well || 18 - practically invulnerable || 59&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 04 - inadequately || 05 - fairly || 10 - very well || 18 - practically invulnerable || 60&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 05 - fairly || 05 - fairly || 10 - very well || 18 - practically invulnerable || 62&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || phalanx sword* || 04 - somewhat fair || 14 - very severe || 08 - somewhat heavy || 05 - fairly || 05 - fairly || 09 - well || 18 - practically invulnerable || 62&lt;br /&gt;
|-&lt;br /&gt;
| kertig - alloy || broadsword || 02 - poor || 11 - great || 05 - fair || n/a || 06 - decently || 07 - reasonably || 14 - very strong || 38&lt;br /&gt;
|-&lt;br /&gt;
| kertig || cinquedea || 10 - very heavy || 06 - somewhat moderate || 04 - somewhat fair || 02 - dismally || 07 - reasonably || 06 - decently || 16 - unusually resilient || 45&lt;br /&gt;
|-&lt;br /&gt;
| kertig || broadsword || 02 - poor || 13 - severe || 07 - moderate || 04 - inadequately || 05 - fairly || 08 - soundly || 16 - unusually resilient || 50&lt;br /&gt;
|-&lt;br /&gt;
| kertig || broadsword || 02 - poor || 13 - severe || 07 - moderate || 04 - inadequately || 05 - fairly || 08 - soundly || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 08 - somewhat heavy || n/a || 04 - inadequately || 04 - inadequately || 07 - reasonably || 16 - unusually resilient || 56&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || n/a || 04 - inadequately || 08 - soundly || 16 - unusually resilient || 59&lt;br /&gt;
|-&lt;br /&gt;
| kertig || serrated recade* || 09 - heavy || 09 - heavy || 05 - fair || 04 - inadequately || 06 - decently || 07 - reasonably || 17 - nearly impervious || 60&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 08 - soundly || 16 - unusually resilient || 60&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 04 - inadequately || 05 - fairly || 10 - very well || 17 - nearly impervious || 62&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 05 - fairly || 04 - inadequately || 10 - very well || 17 - nearly impervious || 67&lt;br /&gt;
|-&lt;br /&gt;
| kertig || falchion || 01 - dismal || 12 - very great || 11 - great || 05 - fairly || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 67&lt;br /&gt;
|-&lt;br /&gt;
| kertig || phalanx sword* || 03 - low || 14 - very severe || 08 - somewhat heavy || 05 - fairly || 04 - inadequately || 09 - well || 17 - nearly impervious || 67&lt;br /&gt;
|-&lt;br /&gt;
| kertig || robe sword || 01 - dismal || 12 - very great || 11 - great || 05 - fairly || 01 - terribly || 12 - excellently || 16 - unusually resilient || 67&lt;br /&gt;
|-&lt;br /&gt;
| kertig || robe sword || 01 - dismal || 12 - very great || 11 - great || n/a || 02 - dismally || 13 - superbly || 16 - unusually resilient || 68&lt;br /&gt;
|-&lt;br /&gt;
| haralun || broadsword || 02 - poor || 12 - very great || 06 - somewhat moderate || n/a || 06 - decently || 07 - reasonably || n/a || 47&lt;br /&gt;
|-&lt;br /&gt;
| haralun || schiavona || 01 - dismal || 11 - great || 10 - very heavy || 04 - inadequately || 04 - inadequately || 09 - well || 14 - very strong || 51&lt;br /&gt;
|-&lt;br /&gt;
| haralun || broadsword || 02 - poor || 13 - severe || 07 - moderate || 04 - inadequately || 05 - fairly || 08 - soundly || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || 04 - inadequately || 08 - soundly || 14 - very strong || n/a || 60&lt;br /&gt;
|-&lt;br /&gt;
| haralun || falchion || 01 - dismal || 12 - very great || 11 - great || n/a || 03 - poorly || 12 - excellently || 14 - very strong || 62&lt;br /&gt;
|-&lt;br /&gt;
| haralun || robe sword || 01 - dismal || 12 - very great || 11 - great || 05 - fairly || 01 - terribly || 12 - excellently || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || falchion || 01 - dismal || 12 - very great || 11 - great || n/a || 02 - dismally || 13 - superbly || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || schiavona || 01 - dismal || 12 - very great || 11 - great || 05 - fairly || 02 - dismally || 11 - extremely well || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || sterak axe* || 01 - dismal || 12 - very great || 12 - very great || 05 - fairly || 04 - inadequately || 10 - very well || 15 - extremely resistant || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || battle axe || 01 - dismal || 12 - very great || 11 - great || 05 - fairly || 02 - dismally || 11 - extremely well || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || broadaxe || 03 - low || 13 - severe || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 08 - soundly || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || boarding axe || 10 - very heavy || 02 - poor || 11 - great || 06 - decently || 04 - inadequately || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || boarding axe || 01 - dismal || 12 - very great || 10 - very heavy || 06 - decently || 03 - poorly || 09 - well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two - Handed Edged Weapons ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !!Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| glaes || greataxe || 02 - poor || 16 - very extreme || 05 - fair || 05 - fairly || 08 - soundly || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes ||  marauder blade || 02 - poor || 16 - very extreme || 05 - fair || 05 - fairly || 08 - soundly || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - handed sword || 02 - poor || 16 - very extreme || 05 - fair || n/a || 08 - soundly || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - handed sword || 02 - poor || 17 - mighty || 05 - fair || n/a || 07 - reasonably || 07 - reasonably || 12 - quite guarded || 38&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - handed sword || 02 - poor || 18 - very might || 06 - somewhat moderate || 06 - decently || 06 - decently || 08 - soundly || 12 - quite guarded || 49&lt;br /&gt;
|-&lt;br /&gt;
| glaes || flamberge || 03 - low || 15 - extreme || 09 - heavy || 05 - fairly || 08 - soundly || 06 - decently || 12 - quite guarded || 54&lt;br /&gt;
|-&lt;br /&gt;
| glaes || greatsword || 03 - low || 15 - extreme || 09 - heavy || 05 - fairly || 08 - soundly || 06 - decently || 12 - quite guarded || 55&lt;br /&gt;
|-&lt;br /&gt;
| glaes || marauder blade || 02 - poor || 19 - bone crushing || 07 - moderate || 06 - decently || 05 - fairly || 09 - well || 12 - quite guarded || 60&lt;br /&gt;
|-&lt;br /&gt;
| glaes || shh&#039;oi&#039;ata || 01 - dismal || 15 - extreme || 12 - very great || 06 - decently || 05 - fairly || 09 - well || 12 - quite guarded || 61&lt;br /&gt;
|-&lt;br /&gt;
| glaes || greataxe || 02 - poor || 20 - very bone-crushing || 08 - somewhat heavy || 07 - reasonably || 04 - inadequately || 10 - very well || 12 - quite guarded || 67&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - handed sword || 02 - poor || 20 - very bone-crushing || 08 - somewhat heavy || n/a || 05 - fairly || 09 - well || 12 - quite guarded || 67&lt;br /&gt;
|-&lt;br /&gt;
| glaes || greatsword || 03 - low || 19 - bone crushing || 12 - very great || 06 - decently || 04 - inadequately || 10 - very well || 12 - quite guarded || 90&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 04 - somewhat fair || 15 - extreme || 07 - moderate || n/a || 07 - reasonably || 06 - decently || 17 - nearly impervious || 44&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 04 - somewhat fair || 15 - extreme || 09 - heavy|| n/a || 06 - decently|| 07 - reasonably || 17 - nearly impervious || 54&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword || 04 – somewhat fair || 16 – very extreme || 09 – heavy || 04 – inadequately || 05 – fairly || 08 – soundly || 17 – nearly impervious || 62&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || marauder blade || 03 - low || 22 - very devastating || 10 - very heavy || 08 - soundly || 02 - dismally || 12 - excellently || 17 - nearly impervious || 83&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || shh&#039;oi&#039;ata || 02 - poor || 20 - very bone-crushing || 17 - mighty || 09 - well || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 104&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || greatsword || 04 - somewhat fair || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 124&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || flamberge || 04 - somewhat fair || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 125&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || greatsword || 04 - somewhat fair || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 125&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || double axe || 04 - somewhat fair || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 125&lt;br /&gt;
|-&lt;br /&gt;
| kertig || kaskara || 01 - dismal || 17 - mighty || 13 - severe || n/a || 04 - inadequately || 12 - excellently || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || greataxe || 02 - poor || 21 - devastating || 10 - very heavy || n/a || 03 - poorly || 13 - superbly || 16 - unusually resilient || 89&lt;br /&gt;
|-&lt;br /&gt;
| kertig || two-handed sword || 02 - poor || 22 - very devastating || 10 - very heavy || 08 - soundly || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || greatsword || 03 - low || 19 - bone crushing || 12 - very great || 06 - decently || 04 - inadequately || 10 - very well || 16 - unusually resilient || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || warring axe || 02 - poor || 22 - very devastating || 10 - very heavy || n/a || 02 - dismally || 13 - superbly || 16 - unusually resilient || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || kaskara || 01 - dismal || 20 - very bone-crushing || 17 - mighty || 09 - well || 01 - terribly || 13 - superbly || 16 - unusually resilient || 112&lt;br /&gt;
|-&lt;br /&gt;
| kertig || greatsword || 03 - low || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 13 - superbly || 16 - unusually resilient || 135&lt;br /&gt;
|-&lt;br /&gt;
| haralun || broadaxe || 03 - low || 16 - very extreme || 09 - heavy || 05 - fairly || 05 - fairly || 08 - soundly || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || two-handed sword || 02 - poor || 22 - very devastating || 10 - very heavy || 08 - soundly || 02 - dismally || 11 - extremely well || 14 - very strong || 90&lt;br /&gt;
|-&lt;br /&gt;
| haralun || two - handed sword || 02 - poor || 22 - very devastating || 10 - very heavy || n/a || 02 - dismally || 13 - superbly || 14 - very strong || 91&lt;br /&gt;
|-&lt;br /&gt;
| haralun || double axe || 03 - low || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 13 - superbly || 14 - very strong || 135&lt;br /&gt;
|-&lt;br /&gt;
| haralun || double axe || 03 - low || 23 - overwhelming || 16 - very extreme || 08 - soundly || 02 - dismally || 12 - excellently || 14 - very strong || 135&lt;br /&gt;
|-&lt;br /&gt;
| haralun || greatsword || 03 - low || 23 - overwhelming || 16 - very extreme || 08 - soundly || 01 - terribly || 13 - superbly || 14 - very strong || 135&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Light Thrown Weapons ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight&lt;br /&gt;
|-&lt;br /&gt;
| silversteel || light throwing axe || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 04 - inadequately || 18 - practically invulnerable || 25&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing spike || 00 - no  || 00 - no  || 05 - fair || 01 - terribly || 05 - fairly || 05 - fairly || 12 - quite guarded || 12&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bola || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cuska || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe || 02 - poor || 07 - moderate || 04 - somewhat fair || 02 - dismally || 08 - soundly || 04 - inadequately || 12 - quite guarded || 18&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 00 - no  || 08 - somewhat heavy || 06 - decently || 07 - reasonably || 05 - fairly || 12 - quite guarded || 19&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 01 - dismal || 08 - somewhat heavy || 06 - decently || 06 - decently || 06 - decently || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 06 - decently || 06 - decently || 12 - quite guarded || 32&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light throwing axe (unbalanced) || 02 - poor || 08 - somewhat heavy || 05 - fair || 03 - poorly || 06 - decently || 06 - decently || 12 - quite guarded || 32&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bulhawf || 00 - no  || 01 - dismal || 09 - heavy || n/a || 06 - decently || 06 - decently || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || throwing club || 00 - no  || 01 - dismal || 10 - very heavy || 07 - reasonably || 06 - decently || 06 - decently || 17 - nearly impervious || 34&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || light throwing axe || 03 - low || 10 - very heavy || 07 - moderate || 04 - inadequately || 06 - decently || 06 - decently || 17 - nearly impervious || 40&lt;br /&gt;
|-&lt;br /&gt;
|tyrium || light throwing axe || 03 - low || 10 - very heavy || 07 - moderate || 04 - inadequately || 06 - decently || 06 - decently || 17 - nearly impervious || 41&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bulhawf || 00 - no  || 01 - dismal || 09 - heavy || 07 - reasonably || 06 - decently || 06 - decently || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bola || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bulhawf || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing club || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || light throwing axe || 02 - poor || 09 - heavy || 06 - somewhat moderate || n/a || 06 - decently || 05 - fairly || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing axe || 02 - poor || 10 - very heavy || 07 - moderate || 04 - inadequately || 05 - fairly || 06 - decently || 16 - unusually resilient || 44&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing axe || 02 - poor || 10 - very heavy || 07 - moderate || 04 - inadequately || 05 - fairly || 06 - decently || 16 - unusually resilient || 45&lt;br /&gt;
|-&lt;br /&gt;
| haralun || boomerang || 01 - dismal || 03 - low || 04 - somewhat fair || 03 - poorly || 06 - decently || 06 - decently || 14 - very strong || 22&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 04 - inadequately || 07 - reasonably || 14 - very strong || 36&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf (unbalanced) || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 04 - inadequately || 07 - reasonably || 14 - very strong || 36&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bola || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing club || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 14 - very strong || 38&lt;br /&gt;
|-&lt;br /&gt;
| haralun || cuska || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 14 - very strong || 41&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light throwing axe || 02 - poor || 10 - very heavy || 07 - moderate || n/a || 04 - inadequately || 05 - fairly || 14 - very strong || 45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heavy Thrown Weapons  ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| silversteel || light spear || 09 - heavy || 04 - somewhat fair || 03 - low || n/a || 13 - superbly || 03 - poorly || 18 - practically invulnerable || 21&lt;br /&gt;
|-&lt;br /&gt;
| silversteel || hurling axe || 04 - somewhat fair || 09 - heavy || 06 - somewhat moderate || 03 - poorly || 06 - decently || 05 - fairly || 18 - practically invulnerable || 34&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 09 - heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 03 - poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || javelin || 09 - heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 03 - poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light spear || 09 - heavy || 04 - somewhat fair || 03 - low || 02 - dismally || 11 - extremely well || 03 - poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hurling axe || 04 - somewhat fair || 08 - somewhat heavy || 05 - fair || 03 - poorly || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 00 - no || 11 - great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing mallet || 00 - no  || 00 - no || 11 - great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 01 - dismal || 12 - very great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 10 - very heavy || 04 - somewhat fair || 05 - fair || n/a || 09 - well || 05 - fairly || 12 - quite guarded || 38&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 01 - dismal || 12 - very great || 09 - well || 06 - decently || 06 - decently || 12 - quite guarded || 38&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 10 - very heavy || 04 - somewhat fair || 05 - fair || 03 - poorly || 09 - well || 05 - fairly || 12 - quite guarded || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || *imperial spear || 11 - great || 05 - fair || 05 - fair || 03 - poorly || 10 - very well || 04 - inadequately || 14 - very strong || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || spear || 11 - great || 05 - fair || 03 - low || n/a || 08 - soundly || 05 - fairly || 08 - marginally || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork || 12 - very great || 05 - fair || 04 - somewhat fair || 03 - poorly || 08 - soundly || 06 - decently || 12 - quite guarded || 46&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork || 12 - very great || 05 - fair || 04 - somewhat fair || 03 - poorly || 08 - soundly || 06 - decently || 12 - quite guarded || 46&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 03 - low || 14 - very severe || 10 - very well || 05 - fairly || 07 - reasonably || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork || 13 - severe || 05 - fair || 05 - fair || 03 - poorly || 08 - soundly || 06 - decently || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || hurling axe || 05 - fair || 10 - very heavy || 07 - moderate || n/a || 05 - fairly || 06 - decently || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || spear || 14 - very severe || 06 - somewhat moderate || 06 - somewhat moderate || n/a || 07 - reasonably || 08 - soundly || 17 - nearly impervious || 60&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || military fork || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 - inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 04 - inadequately || 09 - well || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || spear || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 - inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || duraka skefne || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 - inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || *imperial spear || 16 - very extreme || 06 - somewhat moderate || 10 - very heavy || 05 - fairly || 05 - fairly || 09 - well || 18 - practically invulnerable || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hunthsleg || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 - inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || javelin || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 - inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 - inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 07 - reasonably || 16 - unusually resilient || 56&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || n/a || 04 - inadequately || 08 - soundly || 16 - unusually resilient || 59&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || 04 - inadequately || 04 - inadequately || 08 - soundly || 16 - unusually resilient || 60&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hhr&#039;ata || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || military fork || 14 - very severe || 05 - fair || 07 - moderate || 04 - inadequately || 06 - decently || 08 - soundly || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || *imperial spear || 16 - very extreme || 05 - fair || 10 - very heavy || 05 - fairly || 04 - inadequately || 09 - well || 17 - nearly impervious || 97&lt;br /&gt;
|-&lt;br /&gt;
| haralun || allarh || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 - inadequately || 08 - soundly || 06 - decently || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 - inadequately || 07 - reasonably || 07 - reasonably || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || n/a || 08 - soundly || 06 - decently || 14 - very strong || 56&lt;br /&gt;
|-&lt;br /&gt;
| haralun || hurling axe || 04 - somewhat fair || 11 - great || 08 - somewhat heavy || n/a || 04 - inadequately || 08 - soundly || 14 - very strong || 60&lt;br /&gt;
|-&lt;br /&gt;
| haralun || military fork || 14 - very severe || 05 - fair || 07 - moderate || 04 - inadequately || 06 - decently || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || spear || 14 - very severe || 05 - fair || 07 - moderate || 04 - inadequately || 06 - decently || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing mallet || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || n/a || 03 - poorly || 09 - well || 14 - very strong || 76&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no  || 02 - fair || 15 - extreme || n/a || 03 - poorly || 09 - well ||  || 83&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Small Blunt Weapons === &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing spike || 00 - no  || 00 - no  || 05 - fair || 01 - terribly || 05 - fairly || 05 - fairly || 12 - quite guarded || 12&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bola || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cuska || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 00 - no  || 07 - moderate || 06 - decently || 07 - reasonably || 04 - inadequately || 12 - quite guarded || 15&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 00 - no  || 08 - somewhat heavy || 06 - decently || 07 - reasonably || 05 - fairly || 12 - quite guarded || 19&lt;br /&gt;
|-&lt;br /&gt;
| glaes || belaying pin || 02 - poor || 00 - no  || 10 - very heavy || 08 - soundly || 09 - well || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || belaying pin (unbalanced) || 02 - poor || 00 - no  || 10 - very heavy || 08 - soundly || 08 - soundly || 05 - fairly || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || mace || 02 - poor || 00 - no  || 10 - very heavy || 08 - soundly || 09 - well || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || war hammer || 02 - poor || 00 - no  || 10 - very heavy || 08 - soundly || 09 - well || 04 - inadequately || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || *light penarch || 01 - dismal || 00 - no || 10 - very heavy || 09 - well || 11 - extremely well || 05 - fairly || 12 - quite guarded || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing club || 00 - no  || 01 - dismal || 08 - somewhat heavy || 06 - decently || 06 - decently || 06 - decently || 12 - quite guarded || 28&lt;br /&gt;
|-&lt;br /&gt;
| glaes || war hammer || 02 - poor || 01 - dismal || 11 - great || 08 - soundly || 07 - reasonably || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || mace || 02 - poor || 01 - dismal || 11 - great || 08 - soundly || 06 - decently || 07 - reasonably || 12 - quite guarded || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || mace (unbalanced) || 02 - poor || 01 - dismal || 11 - great || 08 - soundly || 06 - decently || 07 - reasonably || 12 - quite guarded || 40&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || cudgel || 00 - no  || 01 - dismal || 08 - somewhat heavy || 06 - decently || 08 - soundly || 06 - decently || 17 - nearly impervious || 17&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bulhawf || 00 - no  || 01 - dismal || 09 - heavy || n/a || 06 - decently || 06 - decently || 17 - nearly impervious || 30&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || throwing club || 00 - no  || 01 - dismal || 10 - very heavy || 07 - reasonably || 06 - decently || 06 - decently || 17 - nearly impervious || 34&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || mace || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 17 - nearly impervious || 54&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || belaying pin || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 09 - well || 17 - nearly impervious || 55&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || mace || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 09 - well || 17 - nearly impervious || 55&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || war hammer || 03 - low || 02 - poor || 13 - severe || 09 - well || 06 - decently || 08 - soundly || 17 - nearly impervious || 55&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || *light penarch || 04 - somewhat fair || 00 - no || 14 - very severe || 11 - extremely well || 08 - soundly || 08 - soundly || 18 - practically invulnerable || 55&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bulhawf || 00 - no  || 01 - dismal || 09 - heavy || 07 - reasonably || 06 - decently || 06 - decently || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bola || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bludgeon || 03 - low || 00 - no  || 10 - very heavy || 07 - reasonably || 05 - fairly || 08 - soundly || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || bulhawf || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing club || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 16 - unusually resilient || 37&lt;br /&gt;
|-&lt;br /&gt;
| kertig || mace || 03 - low || 02 - poor || 12 - very great || 09 - well || 06 - decently || 07 - reasonably || 16 - unusually resilient || 48&lt;br /&gt;
|-&lt;br /&gt;
| kertig || war hammer || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 16 - unusually resilient || 56&lt;br /&gt;
|-&lt;br /&gt;
| kertig || mace || 03 - low || 02 - poor || 13 - severe || 09 - well || 04 - inadequately || 09 - well || 16 - unusually resilient || 60&lt;br /&gt;
|-&lt;br /&gt;
| kertig || mace || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 16 - unusually resilient || 60&lt;br /&gt;
|-&lt;br /&gt;
| kertig || *light penarch || 04 - somewhat fair || 00 - no || 14 - very severe || 11 - extremely well || 07 - reasonably || 08 - soundly || 16 - unusually resilient || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || boomerang || 01 - dismal || 03 - low || 04 - somewhat fair || 03 - poorly || 06 - decently || 06 - decently || 14 - very strong || 22&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 04 - inadequately || 07 - reasonably || 14 - very strong || 36&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf (unbalanced) || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 04 - inadequately || 07 - reasonably || 14 - very strong || 36&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bola || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing club || 00 - no  || 02 - poor || 09 - heavy || 07 - reasonably || 05 - fairly || 06 - decently || 14 - very strong || 37&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bulhawf || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 14 - very strong || 38&lt;br /&gt;
|-&lt;br /&gt;
| haralun || cuska || 00 - no  || 02 - poor || 09 - heavy || n/a || 05 - fairly || 06 - decently || 14 - very strong || 41&lt;br /&gt;
|-&lt;br /&gt;
| haralun || war hammer || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 14 - very strong || 60&lt;br /&gt;
|-&lt;br /&gt;
| haralun || belaying pin || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 14 - very strong || 60&lt;br /&gt;
|-&lt;br /&gt;
| haralun || mace || 03 - low || 02 - poor || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 14 - very strong || 60&lt;br /&gt;
|-&lt;br /&gt;
| haralun || flanged mace || 05 - fair || 05 - fair || 09 - heavy || 07 - reasonably || 03 - poorly || 10 - very well || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Large Blunt Weapons  ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight&lt;br /&gt;
|-&lt;br /&gt;
| glaes || greathammer || 01 - dismal || 02 - poor || 10 - very heavy || 08 - soundly || 08 - soundly || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || imperial war hammer || 01 - dismal || 02 - poor || 10 - very heavy || 08 - soundly || 08 - soundly || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 00 - no  || 11 - great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing mallet || 00 - no  || 00 - no  || 11 - great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || morning star || 02 - poor || 00 - no || 12 - very great || 10 - very well || 07 - reasonably || 06 - decently || 12 - quite guarded || 33&lt;br /&gt;
|-&lt;br /&gt;
| glaes || ukabi || 02 - poor || 00 - no  || 12 - very great || 10 - very well || 08 - soundly || 05 - fairly || 12 - quite guarded || 33&lt;br /&gt;
|-&lt;br /&gt;
| glaes || spiked ball and chain || 02 - poor || 00 - no  || 12 - very great || 10 - very well || 08 - soundly || 05 - fairly || 12 - quite guarded || 33&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 01 - dismal || 12 - very great || 09 - well || 07 - reasonably || 05 - fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 01 - dismal || 12 - very great || 09 - well || 06 - decently || 06 - decently || 12 - quite guarded || 38&lt;br /&gt;
|-&lt;br /&gt;
| glaes || imperial war hammer || 03 - low || 04 - somewhat fair || 13 - severe || 09 - well || 05 - fairly || 08 - soundly || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| glaes || throwing hammer || 00 - no  || 03 - low || 14 - very severe || 10 - very well || 05 - fairly || 07 - reasonably || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace || 00 - no  || 04 - somewhat fair || 14 - very severe || 11 - extremely well || 05 - fairly || 07 - reasonably || 12 - quite guarded || 60&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 04 - inadequately || 09 - well || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| kertig || horesman&#039;s flail || 00 - no  || 05 - fair || 16 - very extreme || 12 - excellently || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 67&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sledgehammer || 00 - no  || 04 - somewhat fair || 17 - mighty || 12 - excellently || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 70&lt;br /&gt;
|-&lt;br /&gt;
| kertig || sledgehammer || 00 - no  || 05 - fair || 17 - mighty || 12 - excellently || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hhr&#039;ata || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || imperial war hammer || 04 - somewhat fair || 05 - fair || 15 - extreme || 10 - very well || 03 - poorly || 10 - very well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || 10 - extremely well || 03 - poorly || 09 - well || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || ball and chain || 00 - no  || 05 - fair || 16 - very extreme || 12 - excellently || 02 - dismally || 11 - extremely well || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || heavy chain || 00 - no  || 05 - fair || 16 - very extreme || 12 - excellently || 02 - dismally || 11 - extremely well || 14 - very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || sledgehammer || 00 - no  || 05 - fair || 17 - mighty || 12 - excellently || 01 - terribly || 12 - excellently || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || greathammer || 04 - somewhat fair || 05 - fair || 15 - extreme || 09 - well || 03 - poorly || 10 - very well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || double - headed hammer || 00 - no  || 05 - fair || 17 - mighty || 12 - excellently || 02 - dismally || 11 - extremely well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || heavy mace || 04 - somewhat fair || 05 - fair || 15 - extreme || 10 - very well || 03 - poorly || 10 - very well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing mallet || 00 - no  || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || n/a || 03 - poorly || 09 - well || 14 - very strong || 76&lt;br /&gt;
|-&lt;br /&gt;
| haralun || morning star || 07 - moderate || 00 - no  || 16 - very extreme || 12 - excellently || 02 - dismally || 11 - extremely well || 14 - very strong || 82&lt;br /&gt;
|-&lt;br /&gt;
| haralun || morning star || 07 - moderate || 00 - no  || 16 - very extreme || 12 - excellently || 02 - dismally || 11 - extremely well || 14 - very strong || 82&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no  || 05 - fair || 15 - extreme || n/a || 03 - poorly || 09 - well || 14 - very strong || 83&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Two - handed Blunt Weapons  ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight&lt;br /&gt;
|-&lt;br /&gt;
| glaes || akabo || 03 - low || 05 - fair || 12 - very great || 10 - very well || 07 - reasonably || 07 - reasonably || 12 - quite guarded || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - headed hammer || 02 - poor || 03 - low || 16 - very extreme || 13 - superbly || 09 - well || 05 - fairly || 12 - quite guarded || 45&lt;br /&gt;
|-&lt;br /&gt;
| glaes || giant mallet || 02 - poor || 03 - low || 16 - very extreme || 13 - superbly || 09 - well || 05 - fairly || 12 - quite guarded || 45&lt;br /&gt;
|-&lt;br /&gt;
| glaes || maul || 03 - low || 02 - poor || 17 - mighty || 13 - superbly || 07 - reasonably || 07 - reasonably || 12 - quite guarded || 48&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace || 01 - dismal || 07 - moderate || 15 - extreme || 11 - extremely well || 05 - fairly || 08 - soundly || 12 - quite guarded || 60&lt;br /&gt;
|-&lt;br /&gt;
| glaes || giant mallet || 02 - poor || 07 - moderate || 20 - very bone crushing || 15 - amazingly || 05 - fairly || 09 - well || 12 - quite guarded || 84&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || footman&#039;s flail || 04 - somewhat fair || 07 - moderate || 15 - extreme || 11 - extremely well || 07 - reasonably || 08 - soundly || 17 - nearly impervious || 57&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || heavy sledgehammer || 09 - heavy || 03 - low || 23 - overwhelming || n/a || 02 - dismally || 14 - incredibly || 17 - nearly impervious || 102&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || dire mace || 10 - very heavy || 03 - low || 23 - overwhelming || 17 - perfectly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 110&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || heavy sledgehammer || 10 - very heavy || 03 - low || 23 - overwhelming || 17 - perfectly || 01 - terribly || 14 - incredibly || 17 - nearly impervious || 111&lt;br /&gt;
|-&lt;br /&gt;
| kertig || footman&#039;s flail || 03 - low || 08 - somewhat heavy || 16 - very extreme || 12 - excellently || 04 - inadequately || 10 - very well || 16 - unusually resilient || 78&lt;br /&gt;
|-&lt;br /&gt;
| kertig || footman&#039;s flail || 03 - low || 10 - very heavy || 18 - very mighty || 13 - superbly || 03 - poorly || 11 - extremely well || 16 - unusually resilient || 97&lt;br /&gt;
|-&lt;br /&gt;
| kertig || war mattock || 07 - moderate || 06 - somewhat moderate || 20 - very bone crushing || n/a || 01 - terribly || 16 - unbelievably || 15 - extremely resistant || 106&lt;br /&gt;
|-&lt;br /&gt;
| kertig || mallet || 02 - poor || 10 - very heavy || 22 - very devastating || 16 - unbelievably || 03 - poorly || 11 - extremely well || 16 - unusually resilient || 112&lt;br /&gt;
|-&lt;br /&gt;
| kertig || dire mace || 10 - very heavy || 02 - poor || 23 - overwhelming || 17 - perfectly || 01 - terribly || 13 - superbly || 16 - unusually resilient || 120&lt;br /&gt;
|-&lt;br /&gt;
| kertig || heavy sledgehammer || 10 - very heavy || 02 - poor || 23 - overwhelming || 17 - perfectly || 01 - terribly || 13 - superbly || 16 - unusually resilient || 120&lt;br /&gt;
|-&lt;br /&gt;
| haralun || throwing hammer || 00 - no || 05 - fair || 15 - extreme || 11 - extremely well || 03 - poorly || 09 - well || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || two-headed hammer || 02 - poor || 10 - very heavy || 22 - very devastating || 16 - unbelievably || 02 - dismally || 12 - excellently || 14 - very strong || 112&lt;br /&gt;
|-&lt;br /&gt;
| haralun || maul || 10 - very heavy || 02 - poor || 23 - overwhelming || 17 - perfectly || 01 - terribly || 13 - superbly || 14 - very strong || 120&lt;br /&gt;
|-&lt;br /&gt;
| haralun || heavy sledgehammer || 10 - very heavy || 02 - poor || 23 - overwhelming || 17 - perfectly || 01 - terribly || 13 - superbly || 14 - very strong || 120&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearms  ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| silversteel || light spear || 09 – heavy || 04 - somewhat fair || 03 – low || n/a || 13 – superbly || 03 – poorly || 18 – practically invulnderable || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 09 – heavy || 04 - somewhat fair || 03 – low || 02 – dismally || 11 – extremely well || 03 – poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || javelin || 09 – heavy || 04 - somewhat fair || 03 – low || 02 – dismally || 11 – extremely well || 03 – poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || light spear || 09 – heavy || 04 - somewhat fair || 03 – low || 02 – dismally || 11 – extremely well || 03 – poorly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scythe || 07 – moderate || 11 - great || 03 – low || 03 - poorly || 09 – well || 04 – inadequately || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scythe || 08 - somewhat heavy || 11 - great || 04 - somewhat fair || 03 - poorly || 08 - soundly || 05 - fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || scythe (unbalanced) || 08 - somewhat heavy || 11 - great || 04 - somewhat fair || 03 - poorly || 08 - soundly || 05 - fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 10 – very heavy || 04 - somewhat fair || 05 - fair || n/a || 09 – well || 05 - fairly || 12 - quite guarded || 38&lt;br /&gt;
|-&lt;br /&gt;
| glaes || glaive || 03 – low || 13 - severe || 07 - moderate || 05 - fairly || 07 - reasonably || 06 - decently || 12 - quite guarded || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hunthsleg || 10 – very heavy || 04 - somewhat fair || 05 - fair || 03 - poorly || 09 – well || 05 - fairly || 12 - quite guarded || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || two - pronged halberd || 03 – low || 13 - severe || 07 - moderate || 05 - fairly || 07 - reasonably || 06 - decently || 12 - quite guarded || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || *imperial spear || 11 - great || 05 - fair || 05 - fair || 03 - poorly || 10 - very well || 04 - inadequately || 14 - very strong || 39&lt;br /&gt;
|-&lt;br /&gt;
| glaes || spear || 11 – great || 05 - fair || 03 – low || n/a || 08 - soundly || 05 - fairly || 08 – marginally vulnerable || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bardiche || 08 - somewhat heavy || 11 - great || 04 - somewhat fair || n/a || 08 - soundly || 05 - fairly || 12 - quite guarded || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || lance || 14 – very severe || 04 - somewhat fair || 03 – low || 03 - poorly || 10 – very well || 04 – inadequately || 12 - quite guarded || 45&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork || 12 - very great || 05 - fair || 04 - somewhat fair || 03 - poorly || 08 - soundly || 06 - decently || 12 - quite guarded || 46&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork (unbalanced) || 12 - very great || 04 - somewhat fair || 03 – low || 08 - soundly || 06 – decently || NA || 12 - quite guarded || 46&lt;br /&gt;
|-&lt;br /&gt;
| glaes || ilglaiks skefne || 15 - extreme || 04 - somewhat fair || 04 - somewhat fair || 03 - poorly || 09 – well || 06 - decently || 12 - quite guarded || 50&lt;br /&gt;
|-&lt;br /&gt;
| glaes || military fork || 13 - severe || 05 - fair || 05 - fair || 03 - poorly || 08 - soundly || 06 - decently || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| glaes || ranseur || 16 – very extreme || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 08 - soundly || 07 - reasonably || 12 - quite guarded || 69&lt;br /&gt;
|-&lt;br /&gt;
| glaes || pike || 17 - mighty || 04 - somewhat fair || 07 - moderate || 04 – inadequately || 07 - reasonably || 08 - soundly || 12 - quite guarded || 81&lt;br /&gt;
|-&lt;br /&gt;
| glaes || ilglaiks skefne || 18 – very mighty || 04 - somewhat fair || 07 - moderate || 05 - fairly || 06 – decently || 08 - soundly || 12 - quite guarded || 84&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || scythe || 08 - somewhat heavy || 12 – very great || 05 - fair || 03 - poorly || 08 - soundly || 06 - decently || 17 - nearly impervious || 45&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || spear || 14 – very severe || 06 - somewhat moderate || 06 - somewhat moderate || n/a || 07 - reasonably || 08 - soundly || 17 - nearly impervious || 60&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || spear || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 – inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || duraka skefne || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 – inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || military fork || 15 - extreme || 06 - somewhat moderate || 06 - somewhat moderate || 04 – inadequately || 07 - reasonably || 07 - reasonably || 17 - nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || khuj || 04 – somewhat fair || 18 - very mighty || 13 - severe || 08 - soundly || 01 – terribly || 13 – superbly || 17 - nearly impervious || 90&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || *imperial spear || 16 - very extreme || 06 - somewhat moderate || 10 - very heavy || 05 - fairly || 05 - fairly || 09 - well || 18 - practically invulnerable || 90&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || lance || 20 - very bone-crushing || 05 - fair || 10 - very heavy || 06 - decently || 05 – fairly || 10 - very well || 17 - nearly impervious || 104&lt;br /&gt;
|-&lt;br /&gt;
| kertig || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || hunthsleg || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || javelin || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 08 - soundly || 06 - decently || 16 - unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || military fork || 14 – very severe || 05 - fair || 07 - moderate || 04 – inadequately || 06 – decently || 08 - soundly || 16 - unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| kertig || halbred || 13 - severe || 13 - severe || 08 - somewhat heavy || 05 - fairly || 04 – inadequately || well – 10 || 16 - unusually resilient || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || spetum || 18 – very mighty || 04 - somewhat fair || 08 - somewhat heavy || 05 - fairly || 06 – decently || well – 10 || 16 - unusually resilient || 90&lt;br /&gt;
|-&lt;br /&gt;
| kertig || khuj || 03 – low || 18 - very mighty || 13 - severe || 08 - soundly || 02 - dismally || 11 - extremely well || 16 - unusually resilient || 97&lt;br /&gt;
|-&lt;br /&gt;
| kertig || *imperial spear || 16 - very extreme || 05 - fair || 10 - very heavy || 05 - fairly || 04 - inadequately || 09 - well || 17 - nearly impervious || 97&lt;br /&gt;
|-&lt;br /&gt;
| kertig || lance || 20 - very bone-crushing || 04 - somewhat fair || 10 - very heavy || 06 - decently || 04 – inadequately || 11 - extremely well || 16 - unusually resilient || 112&lt;br /&gt;
|-&lt;br /&gt;
| haralun || allarh || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 08 - soundly || 06 - decently || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || 04 – inadequately || 07 - reasonably || 07 - reasonably || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || light spear || 12 - very great || 04 - somewhat fair || 06 - somewhat moderate || n/a || 08 - soundly || 06 - decently || 14 - very strong || 56&lt;br /&gt;
|-&lt;br /&gt;
| haralun || military fork || 14 – very severe || 05 - fair || 07 - moderate || 04 – inadequately || 06 – decently || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || scythe || 09 – heavy || 13 - severe || 08 - somewhat heavy || 05 - fairly || 05 – fairly || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || spear || 14 – very severe || 05 - fair || 07 - moderate || 04 – inadequately || 06 – decently || 08 - soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || halberd || 13 - severe || 13 - severe || 08 - somewhat heavy || 05 - fairly || 03 - poorly || 10 - very well || 14 - very strong || 90&lt;br /&gt;
|-&lt;br /&gt;
| haralun || khuj || 03 – low || 18 - very mighty || 13 - severe || 08 - soundly || 02 - dismally || 11 - extremely well || 14 - very strong || 97&lt;br /&gt;
|-&lt;br /&gt;
| haralun || ngalio || 13 - severe || 10 – very heavy || 09 – heavy || 06 - decently || 03 - poorly || 11 - extremely well || 14 - very strong || 97&lt;br /&gt;
|-&lt;br /&gt;
| haralun || lance || 20 - very bone-crushing || 04 - somewhat fair || 10 - very heavy || 06 - decently || 03 - poorly || 12 - excellently || 14 - very strong || 112&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Staves  ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| glaes || nightstick || 00 – no || 01 – dismal || 07 – moderate || 06 – decently || 11 – extremely well || 05 – fairly || 12 - quite guarded || 21&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cane (unbalanced) || 04 - somewhat fair || 02 - poor || 10 – very heavy || 06 – decently || 11 – extremely well || 05 – fairly || 12 - quite guarded || 24&lt;br /&gt;
|-&lt;br /&gt;
| glaes || quarterstaff || 03 – low || 01 – dismal || 11 - great || 07 - reasonably || 12 – excellently || 03 – poorly || 12 - quite guarded || 30&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cane || 04 - somewhat fair || 02 - poor || 11 - great || 07 - reasonably || 10 - very well || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || cane (unbalanced) || 04 - somewhat fair || 02 - poor || 11 - great || 07 - reasonably || 10 - very well || 06 - decently || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || quarterstaff || 04 - somewhat fair || 01 – dismal || 12 -very great || n/a || 12 – excellently || 05 – fairly || 08 – marginally vulnerable || 40&lt;br /&gt;
|-&lt;br /&gt;
| glaes || quarterstaff || 06 – somewhat moderate || 01 – dismal || 14 – very severe || 09 – well || 09 – well || 07 – reasonably || 12 - quite guarded || 56&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || weighted staff || 08 – somewhat heavy || 02 - poor || 15 – extreme || 10 – very well || 05 – fairly || 11 – extremely well || 17 – nearly impervious || 69&lt;br /&gt;
|-&lt;br /&gt;
| kertig || nightstick || 00 – no || 04 – somewhat fair || 10 – very heavy || 08 – soundly || 08 – soundly || 08 – soundly || 16 – unusually resilient || 52&lt;br /&gt;
|-&lt;br /&gt;
| kertig || quarterstaff || 08 – somewhat heavy || 01 – dismal || 15 – extreme || 10 – very well || 08 – soundly || 08 – soundly || 16 – unusually resilient || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || nightstick || 00 – no || 04 – somewhat fair || 10 – very heavy || 08 – soundly || 08 – soundly || 08 – soundly || 14 - very strong || 52&lt;br /&gt;
|-&lt;br /&gt;
| haralun || quarterstaff || 08 – somewhat heavy || 01 – dismal || 15 – extreme || 10 – very well || 08 – soundly || 08 – soundly || 14 - very strong || 75&lt;br /&gt;
|-&lt;br /&gt;
| haralun || pike staff || 10 - very heavy || 06 - somewhat moderate || 11 - great || 07 - reasonably || 06 - decently || 10 - very well || 14 - very strong || 82&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SWAPPABLE LE AND 2HE ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| glaes || bastard sword (le) || 03 – low || 08 – somewhat heavy || 04 – somewhat fair || 03 – poorly || 08 – soundly || 04 – inadequately || 10 – bit safeguarded || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bastard sword (2he) || 03 – low || 12 – very great || 05 – fair || 02 – dismally || 08 – soundly || 04 – inadequately || 10 – bit safeguarded || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || broadaxe (le) || 03 – low || 09 – heavy || 04 – somewhat fair || 03 – poorly || 08 – soundly || 04 – inadequately || 10 – bit safeguarded || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || broadaxe(2he) || 03 – low || 12 – very great || 05 – fair || 03 – poorly || 08 – soundly || 04 – inadequately || 10 – bit safeguarded || 27&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bastard sword (le) || 03 – low || 11 – great || 06 – somewhat moderate || 04 – inadequately || 06 – decently || 06 – decently || 12 – quite guarded || 50&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bastard sword (2he) || 03 – low || 14 – very severe || 08 – somewhat heavy || 04 – inadequately || 06 – decently || 07 – reasonably || 12 – quite guarded || 50&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (le) || 03 - low || 12 - very great || 06 - somewhat moderate || n/a || 07 - reasonably || 06 - decently || 17 - nearly impervious || 44&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (2he) || 04 - somewhat fair || 15 - extreme || 07 - moderate || n/a || 07 - reasonably || 06 - decently || 17 - nearly impervious || 44&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (le) || 03 - low || 12 - very great || 07 - moderate || n/a || 06 - decently || 07 - reasonably || 17 - nearly impervious || 54&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (2he) || 04 - somewhat fair || 15 - extreme || 09 - heavy|| n/a || 06 - decently|| 07 - reasonably || 17 - nearly impervious || 54&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (le) || 03 – low || 13 – severe || 08 – somewhat heavy || 05 – fairly || 05 – fairly || 08 – soundly || 17 – nearly impervious || 62&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bastard sword (2he) || 04 – somewhat fair || 16 – very extreme || 09 – heavy || 04 – inadequately || 05 – fairly || 08 – soundly || 17 – nearly impervious || 62&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bastard sword (le) || 03 – low || 13 – severe || 08 – somewhat heavy || 05 – fairly || 04 – inadequately || 08 – soundly || 14 – very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bastard sword (2he) || 03 – low || 16 – very extreme || 09 – heavy ||  || 05 – fairly || 08 – soundly || 14 – very strong || 67&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SWAPPABLE LB AND 2HB ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (lb) || 00 - no  || 02 – poor || 12 – very great || 09 – well || 07 – reasonably || 05 – fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (2hb) || 01 - dismal || fair - 5 || 13 – severe || 10 – very well || 08 -soundly || 05 – fairly || 12 - quite guarded || 36&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (lb) || 00 - no  || 04 - somewhat fair || 13 – severe || 11 - extremely well || 06 – decently || 06 – decently || 12 - quite guarded || 52&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (2hb) || 01 - dismal || 06 – somewhat moderate || 14 - very severe || 11 - extremely well || 06 – decently || 07 - reasonably || 12 - quite guarded || 52&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (lb) || 00 - no  || 04 - somewhat fair || 14 - very severe || 11 - extremely well || 05 - fairly || 07 - reasonably || 12 - quite guarded || 60&lt;br /&gt;
|-&lt;br /&gt;
| glaes || bar mace (2hb) || 01 - dismal || 07 - moderate || 15 - extreme || 12 – excellently || 05 - fairly || 08 - soundly || 12 - quite guarded || 60&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bar mace (lb) || 00 - no  || 07 - moderate || 17 – mighty || 13 – superbly || 04 -inadequately || 09 – well || 17 – nearly impervious || 83&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || bar mace (2hb) || 02 – poor || 10 – very heavy || 18 - very mighty || 12 – excellently || 04 -inadequately || 09 – well || 17 – nearly impervious || 83&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bar mace (lb) || 00 - no  || 07 - moderate || 17 – mighty || 13 – superbly || 04 -inadequately || 08 - soundly || 14 – very strong || 90&lt;br /&gt;
|-&lt;br /&gt;
| haralun || bar mace (2hb) || 01 - dismal || 10 – very heavy || 18 - very mighty ||  || 05 - fairly || 08 - soundly || 14 – very strong || 90&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SWAPPABLE SB SE and 2HB ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| tyrium || half-handled riste (sb) || 00 - no  || 04 - somewhat fair || 12 - very great || 09 - well || 04 - inadequately || 08 - soundly || 17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
|tyrium || half-handled riste (se) || 03 - low || 10 - very heavy || 09 - somewhat heavy || 04 - inadequately || 06- decently  || 06 - decently ||  17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
|tyrium || half-handled riste (2hb)|| 02 - poor || 07 - moderate || 14 - very severe || 10 - very well || 03 - poorly || 10 - very well ||  17 - nearly impervious || 48&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SWAPPABLE LB LE and 2HB ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (lb) || 00 - no || 05 - fair || 11 - great || 08 - soundly || 03 - poorly || 08 - soundly || 17 - nearly impervious || 57&lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (le) || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 06 - decently || 05 - fairly || 17 - nearly impervious || 57&lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (2hb)|| 01 - dismal || 06 - somewhat moderate || 14 - very severe || 09 - well || 03 - poorly || 08 - soundly ||  17 - nearly impervious || 57&lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (lb) || 00 - no || 05 - fair || 11 - great || 08 - soundly || 02 - dismally || 09 - well || 17 - nearly impervious || 58&lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (le) || 03 - low || 11 - great || 06 - somewhat moderate || 03 - poorly || 05 - fairly || 06 - decently || 17 - nearly impervious || 58&lt;br /&gt;
|-&lt;br /&gt;
| kadepa || riste (2hb)|| 01 - dismal || 06 - somewhat moderate || 14 - very severe || 10 - very well || 02 - dismally || 09 - well ||  17 - nearly impervious || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===BRAWLING GEAR ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Material !! Weapon !! Puncture  !! Slice !! Impact !! FOI [[#Asterisk|*]] !! Balance !! Suited !! Guarded !!  Weight &lt;br /&gt;
|-&lt;br /&gt;
| glaes || spiked knuckles || quite a bit || no || quite a bit || not || n/a || n/a || 12 - quite guarded || 12&lt;br /&gt;
|-&lt;br /&gt;
| glaes || spiked knuckles || a lot || no || a lot || not || n/a || n/a || 12 - quite guarded || 22&lt;br /&gt;
|-&lt;br /&gt;
| glaes || knee spikes || quite a bit || no || quite a bit || not || n/a || n/a || 12 - quite guarded || 12&lt;br /&gt;
|-&lt;br /&gt;
| glaes || knee spikes || a lot || no || a lot || not || n/a || n/a || 12 - quite guarded || 22&lt;br /&gt;
|-&lt;br /&gt;
| glaes || hand claws || a lot || a lot || no || not || n/a || n/a || 10 - a bit || 22&lt;br /&gt;
|-&lt;br /&gt;
| glaes || elbow spikes || quite a bit || no || quite a bit || not || n/a || n/a || 12 - quite guarded || 12&lt;br /&gt;
|-&lt;br /&gt;
| glaes || elbow spikes || a lot || no || a lot || not || n/a || n/a || 12 - quite guarded || 22&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || elbow spikes || a lot || no || a lot || not || n/a || n/a || 17 - nearly impervious || 27&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || knee spikes || a lot || no || a lot || not || n/a || n/a || 17 - nearly impervious || 27&lt;br /&gt;
|-&lt;br /&gt;
| tyrium || spiked knuckles || a lot || no || a lot || not || n/a || n/a || 17 - nearly impervious || 27&lt;br /&gt;
|-&lt;br /&gt;
| haralun || spiked knuckles || a lot || no || a lot || not || n/a || n/a || 14 - very strong || 30&lt;br /&gt;
|-&lt;br /&gt;
| haralun || knee spikes || a lot || no || a lot || not || n/a || n/a || 14 - very strong || 30&lt;br /&gt;
|-&lt;br /&gt;
| haralun || elbow spikes || a lot || no || a lot || not || n/a || n/a || 14 - very strong || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || knee spikes || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 21&lt;br /&gt;
|-&lt;br /&gt;
| kertig || knee spikes || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || elbow spikes || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 21&lt;br /&gt;
|-&lt;br /&gt;
| kertig || elbow spikes || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
| kertig || spiked knuckles || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 21&lt;br /&gt;
|-&lt;br /&gt;
| kertig || spiked knuckles || a lot || no || a lot || not || n/a || n/a || 16 - unusually resilient || 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MAKER&#039;S MARK STAMP ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class =&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Type !! Material  !! Durability !! Speed &lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 20% oravir 80% damite || 15 – extremely resistant || very effective&lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 25.71 % oravir 74.28% kertig || 15 – extremely resistant || extremely effective&lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 20 % copper 80% silversteel || 18 - practically invulnerable || extremely effective&lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 67% kertig 17% gold 16% lead || 15 – extremely resistant || extremely effective&lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 67% glaes 32.99% oravir || 11 – rather reinforced || extremely effective&lt;br /&gt;
|-&lt;br /&gt;
| basic stamp || 67% glaes 33% oravir || 11 – rather reinforced || extremely effective&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DISCLAIMER == &lt;br /&gt;
The preceding is a compilation of information compiled by the player of [[Squanto]] since the release of the new crafting system.  It is presented to you as a point of reference and will continue to be a dynamic source as things change, and he creates more and more awesome.  Please feel free to contact him via AIM at SquantoDR.  He is happy to discuss creating you the best possible weapon, or how you can become a master-crafter yourself!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DISCLAIMER PART TWO! ==&lt;br /&gt;
The preceding compilation of the compilation was typed and formatted by the player of [[Synamon]].  Usually these things happen with little or no input from the subject, but this incredible amount of knowledge would never be pulled from her weapon-illiterate brain.  (However, lessons were learned and she likely thinks she knows stuff now... you have been warned!)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Crafting Guide of Awesome ==&lt;br /&gt;
Please check out [[User:SQUANTO/Squanto&#039;s Crafting for Dummies]]  for a complete guide to all things crafting.  It is a work in progress, but all your forging needs should be met!&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer&amp;diff=495760</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer&amp;diff=495760"/>
		<updated>2018-11-12T21:26:33Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* Outrage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;You may wish to check out the [[Necromancer_new_player_guide|new player guide for this guild]].&lt;br /&gt;
{{Necro}}&lt;br /&gt;
{{guild infobox|guild=Necromancer|image=small_necromancer_300.jpg&lt;br /&gt;
|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b=Weapon&lt;br /&gt;
|abilities= [[Risen]]&lt;br /&gt;
|mana=Arcane}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromancer&#039;&#039;&#039; refers to a diverse group of Arcane magic users that utilize a collection of sorceries -- including blood magic, alchemy and the animation of the undead -- to further their evil and selfish goals.  They are universally shunned by society and by the gods, being viewed as abominations and monsters that prey on the innocent and sell their souls into damnation for power.&lt;br /&gt;
&lt;br /&gt;
Necromancers are broken into three ideological camps.  [[Player character]] Necromancers begin by affiliating with the Philosophers of the Knife, which are unique in that they pursue &amp;quot;the Great Work&amp;quot;: the use of necromancy to find eternal life.  Often they hide themselves in crowds, like wolves among sheep, while others eschew society entirely and rule in the hinterlands.  A group of radical holy men, the [[Hounds of Rutilor]], are dedicated to the Philosophers&#039; annihilation, and will hunt down any Necromancer they find openly practicing within their reach.&lt;br /&gt;
&lt;br /&gt;
Necromancers are intended by design to be an &#039;&#039;&#039;advanced option&#039;&#039;&#039; for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.&lt;br /&gt;
&lt;br /&gt;
Players reading this page may also wish to note that the majority of this information is &#039;&#039;&#039;not&#039;&#039;&#039; considered commonly known in-character to non-Necromancers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:NecromancerCrest.jpg|thumb|&#039;&#039;&#039;Guild crest&#039;&#039;&#039;]]&lt;br /&gt;
===Skillsets===&lt;br /&gt;
&lt;br /&gt;
* Survival Primary&amp;lt;br /&amp;gt;&lt;br /&gt;
* Magic and Lore Secondary&amp;lt;br /&amp;gt;&lt;br /&gt;
* Armor and Weapons Tertiary&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guildhalls===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of guildleaders and guild locations are not common knowledge.  As such, they are not included in this list unless that changes.&lt;br /&gt;
&lt;br /&gt;
;[[Zoluren]]&lt;br /&gt;
:The Triumphant [[Zamidren|Zamidren Book]] initiates and leads nascent Philosophers of the Knife from his hidden lair somewhere in Zoluren.&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded necromancers receive two free technique slots in the Poison discipline of the [[Alchemy skill]] and one free technique slot in the Carving discipline of the [[Engineering skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities==&lt;br /&gt;
&lt;br /&gt;
===[[Arcane Magic]]===&lt;br /&gt;
&lt;br /&gt;
Necromancers use [[necromancy]] which is a subset of [[sorcery]] also referred to as &amp;quot;ontologic sorcery&amp;quot; by Philosophers. Necromancy by definition uses some Life mana in the mix along with either Elemental or Lunar. Necromancers have access to the [[:Category: Animation Spellbook|Animation]], [[:Category: Blood Magic Spellbook|Blood Magic]], [[:Category:Corruption Spellbook|Corruption]], [[:Category: Synthetic Creation Spellbook|Synthetic Creation]], and [[:Category: Transcendental Necromancy Spellbook|Transcendental Necromancy]] spellbooks.&lt;br /&gt;
&lt;br /&gt;
To do this effectively, Necromancers utilize something colloquially known as Arcane or Necromantic mana. This is not actually a distinct mana type, but a freakishly bizarre, illusory aggregate they perceive as the result of substantial and imperfect alterations to the Necromancer&#039;s nervous system done when they attempt to attune themselves to Lunar, Elemental, and Life mana all at once.&lt;br /&gt;
&lt;br /&gt;
Due to the process through which they become attuned, young Necromancers appear to be attuned to Life, Lunar, or Elemental mana until they become so corrupted (i.e. possess enough Divine Outrage) that their Arcane attunement shows through. This mana type is determined randomly and is not meant to make any particular statement about the character, but does determine which fake spell preparation they can learn from Markat.&lt;br /&gt;
&lt;br /&gt;
====Sorcery and Sorcerous Casting====&lt;br /&gt;
&lt;br /&gt;
Necromantic spell patterns are designed to account for deranged movements of their &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;
* Lunar, Elemental, Life: Low risk, equivalent to any other guild&#039;s best combination.&lt;br /&gt;
* Holy: Extremely risky to impossible, with additional negative effects for Forsaken Necromancers.&lt;br /&gt;
&lt;br /&gt;
While [[:Category:Analogous_Patterns_Spellbook|AP spells]] are legal according to society, a Necromancer&#039;s AP spells are still considered sorcery for purposes of spells that defend against it, such as [[Protection from Evil]].&lt;br /&gt;
&lt;br /&gt;
====Magical Feats====&lt;br /&gt;
&lt;br /&gt;
Necromancers automatically learn the Alternate Preparation feat for free upon joining and gain access to a spell prep that is appropriate for the mana type they appear to have. This prep is learned and used by speaking to [[Markat]] and toggling it on.&lt;br /&gt;
&lt;br /&gt;
====[[Spell_slot_progressions|Necromancer Spell Slot Progression]]====&lt;br /&gt;
&lt;br /&gt;
As a magic secondary guild, Necromancers gain spell slots in the following way.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Circle Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Secondary&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|Every Circle&lt;br /&gt;
|-&lt;br /&gt;
|21-100&lt;br /&gt;
|Every 2 Circles&lt;br /&gt;
|-&lt;br /&gt;
|101-150&lt;br /&gt;
|Every 3 Circles&lt;br /&gt;
|-&lt;br /&gt;
|151-200&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[:Category:Necromancer_Spells|Spell Tree]]====&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:Necromancer_Spells.png|frameless|upright=4&lt;br /&gt;
rect 0 50 250 100 [[Quicken the Earth|Quicken the Earth (Utility)]]&lt;br /&gt;
rect 0 450 250 500 [[Heighten Pain|Heighten Pain (Debilitation)]]&lt;br /&gt;
rect 0 650 250 700 [[Acid Splash|Acid Splash (Targeted Magic)]]&lt;br /&gt;
rect 0 900 250 950 [[Obfuscation|Obfuscation (Augmentation)]]&lt;br /&gt;
rect 300 0 550 50 [[Necrotic Reconstruction|Necrotic Reconstruction (Utility)]]&lt;br /&gt;
rect 300 100 550 150 [[Call from Beyond|Call from Beyond (Utility)]]&lt;br /&gt;
rect 300 250 550 300 [[Ivory Mask|Ivory Mask (Augmentation)]]&lt;br /&gt;
rect 300 450 550 500 [[Siphon Vitality|Siphon Vitality (Targeted Magic)]]&lt;br /&gt;
rect 300 550 550 600 [[Researcher&#039;s Insight|Researcher&#039;s Insight (Augmentation)]]&lt;br /&gt;
rect 300 650 550 700 [[Viscous Solution|Viscous Solution (Debilitation)]]&lt;br /&gt;
rect 300 750 550 800 [[Vivisection|Vivisection (Targeted Magic)]]&lt;br /&gt;
rect 300 850 550 900 [[Visions of Darkness|Visions of Darkness (Debilitation)]]&lt;br /&gt;
rect 300 950 550 1000 [[Petrifying Visions|Petrifying Visions (Debilitation)]]&lt;br /&gt;
rect 600 100 850 150 [[Reverse Putrefaction|Reverse Putrefaction (Augmentation)]]&lt;br /&gt;
rect 600 200 850 250 [[Kura-Silma|Kura-Silma (Augmentation)]]&lt;br /&gt;
rect 600 300 850 350 [[Butcher&#039;s Eye|Butcher&#039;s Eye (Augmentation)]]&lt;br /&gt;
rect 600 400 850 450 [[Blood Burst|Blood Burst (Targeted Magic)]]&lt;br /&gt;
rect 600 500 850 550 [[Consume Flesh|Consume Flesh (Utility)]]&lt;br /&gt;
rect 600 650 850 700 [[Universal Solvent|Universal Solvent (Targeted Magic)]]&lt;br /&gt;
rect 600 750 850 800 [[Alkahest Edge|Alkahest Edge (Targeted Magic)]]&lt;br /&gt;
rect 600 900 850 950 [[Eyes of the Blind|Eyes of the Blind (Utility)]]&lt;br /&gt;
rect 900 100 1150 150 [[Calcified Hide|Calcified Hide (Warding)]]&lt;br /&gt;
rect 900 200 1150 250 [[Worm&#039;s Mist|Worm&#039;s Mist (Warding)]]&lt;br /&gt;
rect 900 300 1150 350 [[Philosopher&#039;s Preservation|Philosopher&#039;s Preservation (Augmentation)]]&lt;br /&gt;
rect 900 400 1150 450 [[Chirurgia|Chiurgia (Augmentation)]]&lt;br /&gt;
rect 900 500 1150 550 [[Devour|Devour (Utility)]]&lt;br /&gt;
rect 900 850 1150 900 [[Rite of Grace|Rite of Grace (Utility)]]&lt;br /&gt;
rect 900 950 1150 1000 [[Rite of Contrition|Rite of Contrition (Utility)]]&lt;br /&gt;
rect 1200 150 1450 200 [[Spiteful Rebirth|Spiteful Rebirth (Utility)]]&lt;br /&gt;
rect 1200 250 1450 300 [[Covetous Rebirth|Covetous Rebirth (Utility)]]&lt;br /&gt;
rect 1200 900 1450 950 [[Liturgy|Liturgy (Utility)]] &lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Thanatology]]===&lt;br /&gt;
Thanatology represents a corrupted form of an [[Empathy|Empathic Transference]] link and is the means by which a Necromancer may perform a number of rituals and types of magic, including healing themselves and creating undead. Necromancers presently have a number of [[Thanatological Rituals|Thanatological rituals]] available to them:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Entry&#039;&#039;&#039;: Allows quick entrance to the guild if performed within a nearby area.&lt;br /&gt;
* &#039;&#039;&#039;Preserve&#039;&#039;&#039;: Temporarily prevents a corpse from decaying.&lt;br /&gt;
* &#039;&#039;&#039;Harvest&#039;&#039;&#039;: Creates a piece of fetish material from a preserved corpse. &#039;&#039;(Note: fetishes are not currently implemented.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fetish&#039;&#039;&#039;: Taught at 3rd or 4th level, though not currently implemented.&lt;br /&gt;
* &#039;&#039;&#039;Cut&#039;&#039;&#039;: Ritualistically draws blood without leaving a wound, allowing certain spells or abilities to be used.&lt;br /&gt;
* &#039;&#039;&#039;Dissect&#039;&#039;&#039;: Dissects the corpse of something recently alive or undead to discern something about its anatomy or composition.&lt;br /&gt;
* &#039;&#039;&#039;Consume&#039;&#039;&#039;: Prepares a corpse to be used as fodder for Consume Flesh or Devour.&lt;br /&gt;
* &#039;&#039;&#039;Arise&#039;&#039;&#039;: Prepares a corpse to be raised as one of the undead.&lt;br /&gt;
&lt;br /&gt;
===[[Outrage]]===&lt;br /&gt;
Two kinds of Outrage exist: Divine Outrage and Social Outrage. These meters are not linked to each other.&lt;br /&gt;
&lt;br /&gt;
Divine Outrage is a measure of how corrupted the Necromancer is and how much ire the Immortals currently feel toward them. Certain actions, such as creating undead and using Transcendental Necromancy spells, build Divine Outrage and will render the Necromancer more and more corrupt which may have deleterious effects if not managed. As you circle, there is a rising &amp;quot;floor&amp;quot; which your Divine Outrage may not drop lower than, meaning you will eventually be rendered too corrupt to gain favors, be healed by [[Empath]]s, have beneficial Holy spells used on you, and more.&lt;br /&gt;
&lt;br /&gt;
Social Outrage is a measure of how uneasy the local towns folk and authorities are. Certain actions taken inside justice areas, such as attempting to interact with an NPC with a Transcendental Necromancy spell up, will give you Social Outrage and temporarily prevent you from using town services including banks, vaults, or shopkeepers. [[Accuse]] allows a PC to alert the authorities of the presence of a Necromancer inside of a justice area and will generate Social Outrage for a Necromancer that has been successfully accused as well as toggling the Necromancer&#039;s PvP status to Open (see below) temporarily. This is contested, has various requirements, and can provide certain rewards as incentive to the accuser.&lt;br /&gt;
&lt;br /&gt;
Both Divine and Social outrage may drain for up to 2.5 hours per day in Prime and Platinum, and 8 hours per day in The Fallen.&lt;br /&gt;
&lt;br /&gt;
====Necromancers and Consent Policy====&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Necromancers operate under standard consent policy with regards to PvP. Due to the nature of the guild and their in-character opposition to the Immortals and society, however, Necromancer players are expected to acknowledge the potential for PvP interaction and may not go lower than Guarded with their PvP stance, and in general will be treated with a little less leniency. Additionally, there are several ways that a Necromancer may be locked into Open PvP status for a time, such as being successfully [[accuse|accused of necromancy]]. Accuse does &#039;&#039;not&#039;&#039; give the Necromancer consent against whoever accused them.&lt;br /&gt;
&lt;br /&gt;
With regards to [[Risen]], they are fair game to attack by anyone regardless of the PvP status of the Necromancer. This grants the Necromancer consent for that conflict, which ends if either party dies.&lt;br /&gt;
&lt;br /&gt;
===[[Risen]]===&lt;br /&gt;
&lt;br /&gt;
A Risen is an undead creature created by a Necromancer to do their bidding and is the primary ability of the guild. Temporary Risen for use in combat may be created with the [[Call from Beyond]] spell, while permanent Risen are slated to have other non-combat applications.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! Small Edged !! First Armor !! 1st-2nd Survival !! 3rd-5th Survival !! 6th Survival !! 7th Survival !! Thana- tology || 1st Lore !! 2nd Lore !! 1st Magic !! 2nd Magic !! 3rd Magic !! 4th Magic !! 5th Magic !! TM&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 1 || 1 || 4 || 3 || 3 || 2 || 3 || 2 || 2 || 3 || 3 || 2 || 2 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11-30 || 2 || 2 || 4 || 4 || 3 || 3 || 4 || 2 || 2 || 4 || 3 || 3 || 3 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 31-70 || 2 || 2 || 5 || 4 || 4 || 3 || 4 || 3 || 2 || 4 || 4 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-100 || 2 || 2 || 5 || 5 || 4 || 4 || 5 || 3 || 3 || 5 || 5 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 101-150 || 2 || 3 || 6 || 5 || 5 || 4 || 6 || 3 || 3 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 151-200 || 5 || 8 || 15 || 13 || 13 || 10 || 15 || 8 || 8 || 15 || 15 || 13 || 13 || 13 || 13&lt;br /&gt;
|}&lt;br /&gt;
[[Thanatology]] is a hard requirement (does not count toward Nth survival requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Targeted Magic]] is a soft requirement (can be used toward Nth magic requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necromancer Guild Lore==&lt;br /&gt;
&lt;br /&gt;
===Why PC Necromancers are always Philosophers===&lt;br /&gt;
&#039;&#039;&#039;THIS IS NOW CONSIDERED OUT OF DATE INFORMATION.  NECROMANCER PCS NOW BEGIN AS PHILSOPHERS BUT CAN PURSUE A DIFFERENT PATH IN GAME&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many of these posts have been excellent and have delved into the question in a very specific manner. So in my response I&#039;ll take the opportunity to dwell on the issue in a broader fashion. I&#039;ll bring up four points, starting with the most glib one and working backward toward seriousness.&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
It takes a serious dedication to postmodernism to invoke The Death of the Author in a conversation with the author.&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
There is, in fact, a certain level of arbitrariness inherent in the role of worldbuilding. Why is a mountain here but not there? Why is Kssarh angry and not nice? Why not space vampires from Neptune? While one of those might be an intuitive &#039;no,&#039; consider that all three questions differ in scale rather than kind.&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
There is a stark difference between Necromancers and PC Necromancers. Necromancers in the broadest term can do any sort of random act of evil that the plot demands; Necromancers summon wailing spirits, create poisons that permanently kill the innocent and sometimes even fight the avatar of Meraud Himself and come out on top.&lt;br /&gt;
&lt;br /&gt;
PCs cannot - must not - do any of these things. As a basic explanation to why PC Necromancers are so limited while NPC Necromancers can still murder you with enchanted textiles, we fall back to a simple but effective DR trope that the guild structure prevents you from learning it. You are specifically a Necromancer from the tradition of the Philosophers, whether your character sticks with them or not, and the Philosophers&#039; bag of tricks was specifically designed to be PC compatible.&lt;br /&gt;
&lt;br /&gt;
4:&lt;br /&gt;
Necromancers in the broad term occupy a different ecological niche than the PC Necromancers. &amp;quot;Necromancer&amp;quot; is a code word for Bad Guy in the most fundamental sense. Necromancers in the past have done wildly misanthropic stuff simply because They&#039;re Evil. Nobody cares about the feasibility of Sidhlot&#039;s portrayal of evil. That&#039;s not the point. He&#039;s older than dragons and so metal he poops viking helmets.&lt;br /&gt;
&lt;br /&gt;
But the Necromancer&#039;s Guild is by necessity a look at the bad guys&#039; side, and Sauron only works as villain as an archetypal role rather than a meaningful character. A Pure Evil character ran by a PC for entertainment would either be a masterful RP experiment or uncomfortably suggestive of the psychological issues being worked out. For this to work, there had to be sympathy for the devil, so my very first problem to solve was &#039;How do I make Necromancers sympathetic enough that we could imagine a real, live individual doing this?&#039;&lt;br /&gt;
&lt;br /&gt;
The Philosophers were my answer. The Philosophy promises you reprieve from death (note that I started inserting more real-life features of death into DR at this time), freedom from the contingencies of the world, the ability to be your own man. I designed the spiel appeal to most of our basic anxieties about life and touch on the dream of posthumanism and the glorification of mankind through his skill and technology. In not always subtle ways, the Philosophers came to embody 20th century philosophy and scientism. The Philosophers are doing, in a fantasy parody, what Western society enshrines as good and proper goals.&lt;br /&gt;
&lt;br /&gt;
So the stage was set. All that stands between you and glorifying mankind is the evil you will do in its name.&lt;br /&gt;
&lt;br /&gt;
This is, once again, a remarkably different role than what Sidhlot or Velmix brought to the table. The Old Man doesn&#039;t talk to Sidhlot, nor did the Hounds of Rutilor burn entire villages to root out a single Bone Elf. In a direct sense because the Bone Elves are not connected with the Great Work, but also because their portrayal of evil is outside the portrayal of evil we&#039;re using. The drama of the PC Necromancer -- the pogroms, the murmurs of conspiring otherworldly forces, the entwining moral evils from both sides, and the hints of transcendental glory -- is set in the foundation that the Philosophers bring to the setting.&lt;br /&gt;
&lt;br /&gt;
So it is a requirement that, while your PC can love them or hate them, stay or leave, be a blubbering sycophant to Book or try to manipulate him for your own ends, you cannot be disconnected from them.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
===[[Necromancer official lore posts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Necromancer Guild Visions]]===&lt;br /&gt;
	 	&lt;br /&gt;
===[[Necromancer History|Necromancer Historical Timeline]]===&lt;br /&gt;
&lt;br /&gt;
===Necromancer Ideologies===&lt;br /&gt;
*[[Perverse (Ideology)|The Perverse]]&lt;br /&gt;
*[[Redeemed (Ideology)|The Redeemed]]&lt;br /&gt;
*[[Philosophers of the Knife|The Philosophers of the Knife]]&lt;br /&gt;
&lt;br /&gt;
===[[Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41|Death and the Soul]]===&lt;br /&gt;
&lt;br /&gt;
===[[A treatise on Extraplanar Life]]===&lt;br /&gt;
&lt;br /&gt;
===Brief Sketch of the History of the Philosophers===&lt;br /&gt;
&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;
===Demonic Necromancy===&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;
===Necromancer Sanity===&lt;br /&gt;
Let&#039;s step OOC for a moment, and discuss this in terms no character should ever use (though inevitably will, since I now just said it).&lt;br /&gt;
&lt;br /&gt;
The attunement process for Arcane mana involves substantial changes to your character&#039;s neurobiology in a setting so far removed from modern science and medicine that this is completely not understood or remotely accounted for. You are seeing what Man Mustn&#039;t See not because of occult hoodoo but because your character&#039;s brain is no longer firing like it used to.&lt;br /&gt;
&lt;br /&gt;
The madness of the Necromancer is, first and foremost, neurological. Schizophrenia, affect disorders, clinical depression, etc. Cthulhu-analog certainly plays a part in how deeply boned Necromancers are, but at the front lines of the Necromancer&#039;s soul, his major demons are all personal.&lt;br /&gt;
&lt;br /&gt;
In practice, these are not going to be balls-to-the-walls-mad people. The Philosophers aim at creating functional sociopaths (though they&#039;d never think of themselves in those terms), and anyone who exhibits outrageously broken cognition after the attunement will be used for parts as a failed attunement. The intention is a creeping fear that the Necromancer&#039;s ego (you, basically) isn&#039;t in full control of the vehicle.&lt;br /&gt;
&lt;br /&gt;
And if Lyras is any indication, sometimes he isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Moving toward the supernatural, we arrive at a point where I want to keep a certain level of mystery in the story. Hallucinations certainly fit (bearing in mind that someone who&#039;s constantly seeing purple skyway Nevada is going to find his spleen appropriated), but there is the Hunger sitting somewhere within the Necromancer&#039;s frame of reference.&lt;br /&gt;
&lt;br /&gt;
Sometimes a Necromancer might catch a glimpse of... something, just as in real life sometimes our pattern recognition will turn the shadows in the corner of our eyes into something else. It&#039;s probably &amp;quot;innocent&amp;quot; madness. Sometimes, though, that seems very unlikely.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
Ultimately, one of the intentions is that Necromancers and their PCs have no particularly reliable frame of reference to know at any given time whether whatever is screwing with them is spiritual/magical, psychological, or physical.&lt;br /&gt;
&lt;br /&gt;
For example, take paranoia. A Necromancer may at any time be actually hunted and persecuted, attacked by gods and demons, or due to his Attunement fall to disorders that feature it floridly. Or this may be happening all at the same time.&lt;br /&gt;
&lt;br /&gt;
The Old Man, likewise, is intentionally written in a way that makes it kind of hard to figure out where the line is getting drawn.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Necromancer Timeline]]&lt;br /&gt;
{{Cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=492789</id>
		<title>Time Development Points</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Time_Development_Points&amp;diff=492789"/>
		<updated>2018-10-25T17:28:20Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* TDPs from Circling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Time Development Points (TDPs) are used to increase [[attributes]].&lt;br /&gt;
&lt;br /&gt;
In order to use TDPs to raise a stat, one must go to a designated room for training that particular stat and type &amp;lt;tt&amp;gt;TRAIN&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;STUDY&amp;lt;/tt&amp;gt; twice to confirm. Training rooms for each stat are available within or near every major city.&lt;br /&gt;
&lt;br /&gt;
A new character is given 600 TDPs right out of the Character Manager. After that, the only way to gain more TDPs is by circling or obtaining new ranks in skills. &lt;br /&gt;
&lt;br /&gt;
==TDPs from Circling==&lt;br /&gt;
Each time you circle, up to 150, you will gain a base number of TDPs plus a bonus based on your circle. Below circle 10 you get a base of 50 TDPs. Circle 10 onward, you will gain 100 TDPs as a base. The bonus TDPs are always equal to the circle you just attained. For example: if you attain circle 27, you will get 127 TDPs.&lt;br /&gt;
&lt;br /&gt;
After circle 150, TDPs cannot be gained from circling.&lt;br /&gt;
&lt;br /&gt;
==TDPs from Leveling Skills==&lt;br /&gt;
Each time you gain a new rank in any skill, the integer value of that rank is added into a hidden pool (the TDP pool). If at any time the total in the pool reaches or exceeds 200, you gain one TDP and 200 is subtracted from the pool. This also applies for multiples of 200: if the TDP pool reaches 400, you gain two TDPs and 400 points are subtracted; for 600 you get three TDPs and 600 is deducted from the pool, etc.&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s assume that your TDP pool is currently zero. You increase your [[Perception skill]] to attain rank 150. 150 points are added to the TDP pool. You then increase your [[Leather Armor skill]] to rank 66. 66 points are added to the TDP pool, making a total of 216. You gain one TDP, and 200 points are subtracted from the TDP pool leaving 16 points. Next, you increase your {{skill|Arcana}} to 197. Your pool increases to 213, you gain yet another TDP, and the pool is reduced to 13.&lt;br /&gt;
&lt;br /&gt;
Since the experience change where all tertiary skills less than 100 ranks are learned at the rate of secondary skills, it is considerably easier than it was to level tertiary skills for the sake of TDPs alone. Leveling a single skill to 100 ranks will result in a gain of 25 TDPs when all is said and done. Leveling a skill to only 50 will result in a gain of 6 TDPs. &lt;br /&gt;
&lt;br /&gt;
==Death and Losing TDPs==&lt;br /&gt;
When you &#039;&#039;&#039;lose&#039;&#039;&#039; ranks from memory decay as a result of death without rejuvenation, your TDP pool will be &#039;&#039;&#039;reduced&#039;&#039;&#039; by the ranks you lost. If this sends the TDP pool below zero you will lose a TDP, and 200 will be added to the pool. This process makes it possible to have a negative number of TDPs.&lt;br /&gt;
&lt;br /&gt;
==TDP Formulas==&lt;br /&gt;
In mathematical terms, the total number of TDPs gained from a single skill is the sum of integers from 0 to the maximum earned rank divided by 200. This can be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_single_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
In particular, TDPs are quadratic with respect to rank, meaning that it becomes more and more efficient at higher levels to train higher ranked skills.  For example, a single skill produces the equivalent of one TDP at ranks 20, 28, 34, 39, 43, and so on, with the gap narrowly closing until (of course) a TDP is produced every rank past 200.&lt;br /&gt;
&lt;br /&gt;
Since the &amp;quot;hidden TDP pool&amp;quot; is shared between skills, the floor function operates on the sum of skills, instead of each skill individually. The formula to calculate the total TDPs gained from all skills is as follows:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_skill_formula.png]]&lt;br /&gt;
&lt;br /&gt;
TDPs granted from all levels gained can be expressed with the following formula:&lt;br /&gt;
&lt;br /&gt;
[[Image:TDPs_from_all_levels_formula.png]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
* {{com|TDP}} {{tt|PLAN}}&lt;br /&gt;
* [[Calculate TDPs gained (script)]]: A Genie script for calcluating the number of TDPs gained from advancing one skill from 1 to X.&lt;br /&gt;
* [http://matoom.github.io/calculators/tdpcalc.html DragonRealms TDP Calculator]&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Statistics}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Orc_raider&amp;diff=418283</id>
		<title>Orc raider</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Orc_raider&amp;diff=418283"/>
		<updated>2015-08-03T21:40:31Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=450&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=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=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Rossman&#039;s Landing&lt;br /&gt;
|MapList=*{{rmap|34 | Ruined Village (34)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=595&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Small, thankfully unidentifiable black creatures crawl around in the orc raider&#039;s greasy grey hair.  With fastidious personal habits of a peccary in a mud-pit, the raider stops from time to time to pick one of the insects off his scalp and pop it into his mouth, smacking his lips greedily as he chews.  Standing no more than a hand&#039;s width higher than the average human, the raider&#039;s musculature is considerably more dense, with thick bones and an almost ape-like curve to its skull.&lt;br /&gt;
&lt;br /&gt;
A red bear paw has been tattooed on his shoulder, identifying him as a member of the [[member of::red bear clan]] of [[race is::orc]]s.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
First Floor:&lt;br /&gt;
* {{cloot|a|leather reinforced helm}}&lt;br /&gt;
* {{cloot|a|full double leather}}&lt;br /&gt;
* {{cloot|w|rusty steel broadsword}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
* {{cloot|i|shabby leather sack}}&lt;br /&gt;
&lt;br /&gt;
Second and Third Floor:&lt;br /&gt;
* {{cloot|a|crude ring mail}}&lt;br /&gt;
* {{cloot|a|chain greaves}}&lt;br /&gt;
* {{cloot|w|pitted steel broadsword (2)|pitted steel broadsword}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
* {{cloot|i|pale hide sack}}&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
*Body Type: Biped&lt;br /&gt;
*Attacks: Claws, Pounds and Bites if Disarmed, Uses Heavy Edged Weapons Typically&lt;br /&gt;
*Weapon Caps: 365 ranks to 445+ ranks&lt;br /&gt;
*Weapon learning slows down greatly at about 425 to 430 ranks.&lt;br /&gt;
*About the Area: The manor is broken into 2 separate zones.  The first floor has leather wearing raiders and chain wearing reivers.  The second and third floor are a separate area, containing only orc raiders wearing chain.  The first floor is easier than the second floor, and second floor raiders award more experience.  Clan-chiefs spawn throughout the manor, in an extremely rare instance, and seem to show up far more frequently when they&#039;re the first creature to spawn/you&#039;re walking in to the manor with nobody inside currently.  They don&#039;t appear to be much harder than the raiders, and also wear chain.&lt;br /&gt;
*Raiders spawn 3/hunter in the area and the second and third floors are considered the same area.&lt;br /&gt;
&lt;br /&gt;
===Box Information===&lt;br /&gt;
Pre locks 3.0: Very poor boxes when compared to [[Adan&#039;f]] [[Adan&#039;f Shadow Mage|mage]]/[[Adan&#039;f Blood Warrior|warrior]] boxes. You could start to pop raider box with as little as 240 {{skill|lockpicking}} and 250 {{skill|disarm}}.&lt;br /&gt;
{{-}}&lt;br /&gt;
Can start popping these instead of bandit boxes at around 280 locksmithing.&lt;br /&gt;
Barbarian with 230 locksmithing, and focus meditation, disarming very slowly.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|p=-|r=-}}&lt;br /&gt;
* [[Orc Reiver]]&lt;br /&gt;
* [[Orc Bandit]]&lt;br /&gt;
* [[Orc Scout]]&lt;br /&gt;
* [[Orc Clan-Chief]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Orc_raider&amp;diff=388259</id>
		<title>Orc raider</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Orc_raider&amp;diff=388259"/>
		<updated>2014-12-16T15:18:41Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* Box Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=380&lt;br /&gt;
|MaxCap=530&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=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Rossman&#039;s Landing&lt;br /&gt;
|MapList=*{{rmap|34 | Ruined Village (34)}}&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;
Small, thankfully unidentifiable black creatures crawl around in the orc raider&#039;s greasy grey hair.  With fastidious personal habits of a peccary in a mud-pit, the raider stops from time to time to pick one of the insects off his scalp and pop it into his mouth, smacking his lips greedily as he chews.  Standing no more than a hand&#039;s width higher than the average human, the raider&#039;s musculature is considerably more dense, with thick bones and an almost ape-like curve to its skull.&lt;br /&gt;
&lt;br /&gt;
A red bear paw has been tattooed on his shoulder, identifying him as a member of the [[member of::red bear clan]] of [[race is::orc]]s.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
First Floor:&lt;br /&gt;
* {{cloot|a|leather reinforced helm}}&lt;br /&gt;
* {{cloot|a|full double leather}}&lt;br /&gt;
* {{cloot|w|rusty steel broadsword}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
* {{cloot|i|shabby leather sack}}&lt;br /&gt;
&lt;br /&gt;
Second and Third Floor:&lt;br /&gt;
* {{cloot|a|crude ring mail}}&lt;br /&gt;
* {{cloot|a|chain greaves}}&lt;br /&gt;
* {{cloot|w|pitted steel broadsword (2)|pitted steel broadsword}}&lt;br /&gt;
* {{cloot|i|crudely-sewn hide sack}}&lt;br /&gt;
* {{cloot|i|pale hide sack}}&lt;br /&gt;
&lt;br /&gt;
===Hunting Info===&lt;br /&gt;
*Body Type: Biped&lt;br /&gt;
*Attacks: Claws, Pounds and Bites if Disarmed, Uses Heavy Edged Weapons Typically&lt;br /&gt;
*Weapon Caps: 365 ranks to 445+ ranks&lt;br /&gt;
*Weapon learning slows down greatly at about 425 to 430 ranks.&lt;br /&gt;
*About the Area: The manor is broken into 2 separate zones.  The first floor has leather wearing raiders and chain wearing reivers.  The second and third floor are a separate area, containing only orc raiders wearing chain.  The first floor is easier than the second floor, and second floor raiders award more experience.  Clan-chiefs spawn throughout the manor, in an extremely rare instance, and seem to show up far more frequently when they&#039;re the first creature to spawn/you&#039;re walking in to the manor with nobody inside currently.  They don&#039;t appear to be much harder than the raiders, and also wear chain.&lt;br /&gt;
&lt;br /&gt;
===Box Information===&lt;br /&gt;
Pre locks 3.0: Very poor boxes when compared to [[Adan&#039;f]] [[Adan&#039;f Shadow Mage|mage]]/[[Adan&#039;f Blood Warrior|warrior]] boxes. You could start to pop raider box with as little as 240 {{skill|lockpicking}} and 250 {{skill|disarm}}.&lt;br /&gt;
{{-}}&lt;br /&gt;
Can start popping these instead of bandit boxes at around 280 locksmithing.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|p=-|r=-}}&lt;br /&gt;
* [[Orc Reiver]]&lt;br /&gt;
* [[Orc Bandit]]&lt;br /&gt;
* [[Orc Scout]]&lt;br /&gt;
* [[Orc Clan-Chief]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Black_velvet_alchemy_bag_stitched_in_crimson_with_Dergati%27s_shrike&amp;diff=384878</id>
		<title>Item:Black velvet alchemy bag stitched in crimson with Dergati&#039;s shrike</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Black_velvet_alchemy_bag_stitched_in_crimson_with_Dergati%27s_shrike&amp;diff=384878"/>
		<updated>2014-11-23T01:32:56Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=1&lt;br /&gt;
|noun=bag&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=velvet&lt;br /&gt;
|CTag=black,crimson,red&lt;br /&gt;
|STag=dergati,shrike,bird,alchemy&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|appcost=9,981&lt;br /&gt;
|ilsize=3&lt;br /&gt;
|iwsize=3&lt;br /&gt;
|ihsize=3&lt;br /&gt;
|csize=200&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=alchemy bag&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Black_velvet_alchemy_bag_stitched_in_crimson_with_Dergati%27s_shrike&amp;diff=384877</id>
		<title>Item:Black velvet alchemy bag stitched in crimson with Dergati&#039;s shrike</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Black_velvet_alchemy_bag_stitched_in_crimson_with_Dergati%27s_shrike&amp;diff=384877"/>
		<updated>2014-11-23T01:32:44Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|rev=1&lt;br /&gt;
|noun=bag&lt;br /&gt;
|look=-&lt;br /&gt;
|MTag=velvet&lt;br /&gt;
|CTag=black,crimson,red&lt;br /&gt;
|STag=dergati,shrike,bird,alchemy&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=belt&lt;br /&gt;
|appcost=9,981&lt;br /&gt;
|ilsize=3&lt;br /&gt;
|iwsize=3&lt;br /&gt;
|ihsize=3&lt;br /&gt;
|csize=300&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|itype=alchemy bag&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=382114</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=382114"/>
		<updated>2014-11-09T20:48:41Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Getting Started==&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Crossing===&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
There are several different ways to enter in the guildhall in this city. Once you learn of them, you&#039;ll realize that you don&#039;t always have to walk in the front door.&lt;br /&gt;
&lt;br /&gt;
===Riverhaven===&lt;br /&gt;
There is a test within Riverhaven to aid in joining the guild.  You just need to know who to steal from to start the test, and you can&#039;t be affiliated with any guilds, but completion of this test only directs you to whom to talk to in Crossing.  Heading over to Crossing may be a far better use of your time.&lt;br /&gt;
&lt;br /&gt;
To travel to Crossing from Riverhaven, you need to find the ferries that come to the dock&#039;s of Riverhaven, use one to get to the other side of Faldesu River.  Then join the Carriage that intermittently arrives at the North Road dock area.  This will bring your to the area right outside Crossings&#039; Northeast gate. Elanthipedia has some maps that may be able to help you with finding the way. https://elanthipedia.play.net/mediawiki/index.php/Ranik_Maps&lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between. During first steps as a Thief in this city, you might find yourself checking every one of the boltholes to find them. However, after you get some circles under your belt, you&#039;ll be able to use our {{com|CONTACT}} command to locate the correct one.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
===[[Stealing skill|Thievery]]===&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[Mark]]====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader. This is primarily used to gauge how difficult an item is to steal, or how difficult a player is to steal from. However it can also give you information concerning how well your abilities will fare overall against a given opponent.&lt;br /&gt;
&lt;br /&gt;
===[[Backstab]]===&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
==[[Lore skillset|Lore Skills]]==&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
==[[Supernatural Skillset|Supernatural Skills [Magic]]]==&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[Category:Khri|Khris]] that enhance your [[category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[Ambush Choke|ambush choke]].&lt;br /&gt;
&lt;br /&gt;
===Khri===&lt;br /&gt;
Khri are our main abilities that we use and tie directly into out &amp;quot;magic&amp;quot; as a guild. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
===[[Armor Skillset|Armor Skills]]===&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
====Snipe====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
===Confidence===&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
===Urban Bonus===&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
===Passages===&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
===Slips===&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
===Signs===&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
===Pretend Guild===&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
==Closing Statements==&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms. It may very well be a great fit for you. &lt;br /&gt;
&lt;br /&gt;
The guild itself has a number of nuances which make it unique among all the other guilds within the game, as well as some very serious penalties if you decide to go against the general wishes of the leadership. The support of other Thieves can really assist you with learning the ropes and making some large steps in advancement within the guild. However, it is totally possible to go &amp;quot;lone wolf&amp;quot; and strike out on your own without any support at all.&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Elder_red_brocket_deer&amp;diff=380163</id>
		<title>Elder red brocket deer</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Elder_red_brocket_deer&amp;diff=380163"/>
		<updated>2014-11-03T15:30:50Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|MinCap=220&lt;br /&gt;
|MaxCap=280&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&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=Therengia&lt;br /&gt;
|City=Siksraja&lt;br /&gt;
|MapList=*{{rmap|148|Kads Vawterjra Klajur (148)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a deer skin&lt;br /&gt;
|Skin Weight=10&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some deer bones&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|RequiredRanks=130&lt;br /&gt;
|MaxVal=235 lirum&lt;br /&gt;
|MaxArrangedVal=405 lirum&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mcap=334&lt;br /&gt;
|InitCost=7&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
A rather small species of deer, the brocket deer is unusual in that it will aggressively defend its territory.  Standing about twelve hands high, it is characterized by its oversized ears and a reddish tint to its coat.  Its front hooves are quite large in particular, ideal for use in both attacking and swift leaps.&lt;br /&gt;
==In Depth==&lt;br /&gt;
Hunting ground is shared with low level cougars. The hunting range comes in levels tiers of four rooms, each with its own tier of hunting deer.&lt;br /&gt;
&lt;br /&gt;
They often arrive in groups of 2 or more.&lt;br /&gt;
&lt;br /&gt;
DR 3.0 hard cap for Shield and Armor is 301, but slows down at 230 and all but stops at 250.&lt;br /&gt;
&lt;br /&gt;
Train Empathy via Manipulate quite well at 300 ranks &lt;br /&gt;
Train Tactics quite well at 200 ranks &lt;br /&gt;
&lt;br /&gt;
===Equipment/Loot===&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;
==Miscellaneous==&lt;br /&gt;
Area spawns 4 elder red brocket deer and 2 [[cougar]]s per hunter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update: 26 July, 2014&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is somewhat weaker than you are. (@ 35 Strength)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as agile as you are. (@ 24 Agility)&lt;br /&gt;
&amp;lt;br/&amp;gt;You are certain that it is about as disciplined as 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 definitely 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 brocket deer is a solid opponent. (@ 236 armor, 229 defending, and 226 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;Taking stock of its defensive abilities, you are certain that the brocket deer is something that you&#039;d kill quickly. (@ 229 overall weapon i.e. mastery and weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attacked with (X), you are certain that the enemy would train somewhat poorly. (@ 162 weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you threw (x) at the enemy you are certain that it would train acceptably. (@ 161 thrown weapon)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by parrying attacks, you are certain that the enemy would train somewhat poorly. (@ 226 parry)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by evading attacks, you are certain that the enemy would train somewhat poorly. (@ 234 evasion)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you defended by blocking attacks, you are certain that the enemy would train somewhat poorly. (@ 228 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. (@ 247 tactics)&lt;br /&gt;
&amp;lt;br/&amp;gt;If you attempted to debilitate the enemy, you are certain that it would train very poorly. (@ 296 debilitation)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Red Brocket Deer]]&lt;br /&gt;
* [[Young Red Brocket Deer]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{cat|Bugged Creatures,Deer}}&lt;br /&gt;
*Defenses notably worse compared to offense.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379659</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379659"/>
		<updated>2014-11-01T17:56:08Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===[[Supernatural Skillset|Magic Skills]]===&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[Category:Khri|Khris]] that enhance your [[category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[Ambush Choke|ambush choke]].&lt;br /&gt;
&lt;br /&gt;
====[[Armor Skillset|Armor Skills]]====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
==Thief Abilities==&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms.  It may very well be a great fit for you.  There is more then one way to enter the Thieves&#039; Guildhall of Crossing.  &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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Supernatural_Skillset&amp;diff=379656</id>
		<title>Supernatural Skillset</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Supernatural_Skillset&amp;diff=379656"/>
		<updated>2014-11-01T17:54:30Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Redirected page to Category:Supernatural Skillset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Supernatural Skillset]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379654</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379654"/>
		<updated>2014-11-01T17:51:33Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===[[Category:Supernatural Skillset|Magic Skills]]===&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[Category:Khri|Khris]] that enhance your [[category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[ambush choke]].&lt;br /&gt;
&lt;br /&gt;
====[[Category:Armor Skillset|Armor Skills]]====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
==Thief Abilities==&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms.  It may very well be a great fit for you.  There is more then one way to enter the Thieves&#039; Guildhall of Crossing.  &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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379204</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379204"/>
		<updated>2014-10-30T21:11:02Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand thiefy thing to do.  Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
====Ambushes====&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379047</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379047"/>
		<updated>2014-10-30T03:28:47Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement.  &lt;br /&gt;
 &lt;br /&gt;
====[[Evasion]]====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====[[Athletics]]====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
&lt;br /&gt;
====[[Perception]]====&lt;br /&gt;
Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
* Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
* The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
* Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
* You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand thiefy thing to do.  Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[First aid|First Aid]]====&lt;br /&gt;
[[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas.&lt;br /&gt;
&lt;br /&gt;
You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
&lt;br /&gt;
====[[Outdoorsmanship]]====&lt;br /&gt;
While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
&lt;br /&gt;
====[[Skinning]]====&lt;br /&gt;
[[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon.&lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}.  However, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]].  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===[[Lore skillset|Lore Skills]]===&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Poisons]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Poison Techniques|poison technique]] when they become available.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379006</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=379006"/>
		<updated>2014-10-30T02:12:56Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement.  &lt;br /&gt;
 &lt;br /&gt;
====[[Evasion]]====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====[[Athletics]]====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
&lt;br /&gt;
====[[Perception]]====&lt;br /&gt;
Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
* Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
* The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
* Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
* You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand thiefy thing to do.  Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====[[Stealing skill|Thievery]]====&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[First aid|First Aid]]====&lt;br /&gt;
[[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas.&lt;br /&gt;
&lt;br /&gt;
You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
&lt;br /&gt;
====[[Outdoorsmanship]]====&lt;br /&gt;
While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
&lt;br /&gt;
====[[Skinning]]====&lt;br /&gt;
[[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
====[[Backstab]]====&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon.&lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}.  However, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]].  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
In addition to those weapons it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Every guild has added roundtime to loading weapons while in hiding. As a Thief, once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you will work that additional roundtime down till your load times are the same in and out of hiding.&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
You will be required to train three skills from the [[Lore skillset]]. There is no specific skill you have to train so it is your choice which three those are. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
&lt;br /&gt;
Appraisal will improve your use with [[Mark]], as well as being able to appraise weapons, armor, and critters effectively. Tactics is a combat skill that all non-damaging attacks use. This is a good skill to have if combat is important to you as it has some debilitating moves, and moves that can improve your balance and position while in combat. Scholarship will improve your teaching and listening to classes, along with reading [[Anatomy Charts|first aid compendiums]], and other scholarly actions.&lt;br /&gt;
&lt;br /&gt;
Crafting is open to anyone to learn, and I suggest you take time to research the different systems before you pick one to dedicate your time to. There are some skills that will be more of a benefit to you as a Thief than others. The [[Engineering]] skill, and [[Alchemy]] skill will be the skills that our current guild-only crafts (lockpick carving and poisons respectively) will fall under. Neither of these crafts are released under the new crafting system yet, so play around with what&#039;s trainable under those skills and try some of the other crafting skills to find what you enjoy most.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378991</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378991"/>
		<updated>2014-10-30T00:56:13Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: perception, stealth, locksmithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement.  &lt;br /&gt;
 &lt;br /&gt;
====[[Evasion]]====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====[[Athletics]]====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics Skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
&lt;br /&gt;
====[[Perception]]====&lt;br /&gt;
Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
* Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
* The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
* Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
* You may {{com|juggle}} certain [[Juggle List|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
&lt;br /&gt;
====[[Stealth]]====&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand thiefy thing to do.  {{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====[[Locksmithing]]====&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
Thievery is the hallmark skill for the Thieves guild, and as such there is a hefty circle requirement for this skill. While having a specific Thievery requirement to circle you can still use it as one of the eight general survival skills you are required to train to circle.&lt;br /&gt;
&lt;br /&gt;
This skill only has a few uses at the moment, which are stealing from shops, other players, NPCs, and the Throne City Museum. The only way to reliably train it is to steal from shops. You can use the Mark ability to check items to see if you are able to steal them or if they even will teach you if you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from PCs will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Stealing|Thievery]].&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
There isn&#039;t much use for this skill as a Thief, but it is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is our guild specific skill. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. If you plan to be proficient in combat then this skill is required to use your abilities to any effect.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Backstab]]&lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of [[Backstab|backstabbing]], and [[Debilitation skill|debilitation]] can be trained by using our guild-only ambushes. They use [[concentration]], like our khri, so you have to be careful not to overuse them or you may run out of concentration and be unable to use any abilities.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[:Category:Thief Ambushes|Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
In addition to those weapons it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Every guild has added roundtime to loading weapons while in hiding. As a Thief, once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you will work that additional roundtime down till your load times are the same in and out of hiding.&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hinderance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hinderance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
You will be required to train three skills from the [[Lore skillset]]. There is no specific skill you have to train so it is your choice which three those are. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
&lt;br /&gt;
Appraisal will improve your use with [[Mark]], as well as being able to appraise weapons, armor, and critters effectively. Tactics is a combat skill that all non-damaging attacks use. This is a good skill to have if combat is important to you as it has some debilitating moves, and moves that can improve your balance and position while in combat. Scholarship will improve your teaching and listening to classes, along with reading [[Anatomy Charts|first aid compendiums]], and other scholarly actions.&lt;br /&gt;
&lt;br /&gt;
Crafting is open to anyone to learn, and I suggest you take time to research the different systems before you pick one to dedicate your time to. There are some skills that will be more of a benefit to you as a Thief than others. The [[Engineering]] skill, and [[Alchemy]] skill will be the skills that our current guild-only crafts (lockpick carving and poisons respectively) will fall under. Neither of these crafts are released under the new crafting system yet, so play around with what&#039;s trainable under those skills and try some of the other crafting skills to find what you enjoy most.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus, but having a bad confidence level and being in the wilderness will stack against you and may even subtract levels at the very worst levels.&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Athletics_skill&amp;diff=378988</id>
		<title>Talk:Athletics skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Athletics_skill&amp;diff=378988"/>
		<updated>2014-10-30T00:26:59Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Created page with &amp;quot;List of places to climb and swim need to be imported from the Climbing skill and Swimming skill pages.  --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of places to climb and swim need to be imported from the [[Climbing skill]] and [[Swimming skill]] pages.  --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]]) 19:26, 29 October 2014 (CDT)&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378938</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378938"/>
		<updated>2014-10-29T15:22:22Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
====Crossing====&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
====Riverhaven====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===[[Survival Skillset|Survival Skills]]===&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement.  &lt;br /&gt;
 &lt;br /&gt;
====[[Evasion]]====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. A good place to start training this skill is the town walls in whichever town you started in.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and not all that dangerous to learn.  Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the [[Collect command|Collect]] verb, and to reduce clutter kick the piles after collecting.  It will also teach the skill [[Outdoorsmanship]].  Initially you may need to gain a few ranks by doing simple foraging, use the {{com|forage}} verb.&lt;br /&gt;
&lt;br /&gt;
While in combat you can train perception by using the [[Hunt command|Hunt]] verb.&lt;br /&gt;
&lt;br /&gt;
Additionally you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
Being Stealthy is part of being a Thief, and sneaking around town may seem like a grand Thiefy thing to do.&lt;br /&gt;
&lt;br /&gt;
However challenging things are needed to train skills.  Hiding in combat, is one of the most straightforward means to training hiding.  As well if you want to be an accomplished stealth attacker, following up hiding with backstab is the traditional close quarters one-two Thief &#039;punch&#039;.&lt;br /&gt;
&lt;br /&gt;
Hiding and firing a bow an also be done.  However critters sometimes wander around unless engaged.  This can lead to arrows going missing.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters isn&#039;t problematic, it trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. We are hands down the best guild at disarming and picking locks, so other guilds will usually seek us out to open their boxes for them. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. It is able to be learned within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
There isn&#039;t much use for this skill as a Thief, but it is becoming an important gathering skill within the Crafting system and can be easily trained while training perception.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Outdoorsmanship]]&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is our guild specific skill. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. If you plan to be proficient in combat then this skill is required to use your abilities to any effect.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Backstab]]&lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of [[Backstab|backstabbing]], and [[Debilitation skill|debilitation]] can be trained by using our guild-only ambushes. They use [[concentration]], like our khri, so you have to be careful not to overuse them or you may run out of concentration and be unable to use any abilities.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[:Category:Thief Ambushes|Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
In addition to those weapons it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Every guild has added roundtime to loading weapons while in hiding. As a Thief, once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you will work that additional roundtime down till your load times are the same in and out of hiding.&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
As Thieves we only have access to about half of the [[:Category:Supernatural Skillset|Supernatural Skillset]] to train. The [[Primary Magic|Inner Magic]] skill, [[Augmentation]] skill, [[Utility]] skill, and [[Debilitation]] skill. &lt;br /&gt;
&lt;br /&gt;
You will learn the Inner Magic skill by training any of the other Supernatural skills. Augmentation and Utility are both easily trained by starting and letting a khri run for it&#039;s duration. This can be done in and out of combat, and is suggested to have a khri going at all times since the Supernatural skillset is tertiary and learns slower than most of your other skills.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
Khri are our main abilities that we use. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the Crossing guild hall.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Healing_herbs&amp;diff=378915</id>
		<title>Talk:Healing herbs</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Healing_herbs&amp;diff=378915"/>
		<updated>2014-10-29T12:47:29Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some wikilinks for each herb so we can make individual pages with more info such as foragable or not, best alchemical form, etc.  If I had more than 20 ranks in Wikipedia I&#039;d make a nice template table or somesuch... might make a nice weekend project actually.  [[User:Farman|Farman]] 17:16, 21 March 2007 (CDT)&lt;br /&gt;
:Good idea.  Don&#039;t worry about the table/format.  I can whip something up once you get info added :)  --[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 17:25, 21 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Page rename==&lt;br /&gt;
Renaming the page to &#039;&#039;&#039;Healing herbs&#039;&#039;&#039; to conform with wiki naming conventions. [[User:Farman|Farman]] 12:31, 25 March 2007 (CDT)&lt;br /&gt;
:I actually preferred it as &#039;&#039;&#039;Healing Herbs&#039;&#039;&#039;.... I see it as a page title, perhaps like a book name or something.  Debating on rolling back the move.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 12:36, 25 March 2007 (CDT)&lt;br /&gt;
::On well, leave it this way.  I&#039;ll clean up the links on the Main Page.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 13:14, 25 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I guess it doesn&#039;t matter that much, we&#039;re not that huge a site anyway.  Sorry for stirring the pot :P --[[User:Farman|Farman]] 21:25, 26 March 2007 (CDT)&lt;br /&gt;
:I wasn&#039;t berating you, ye weren&#039;t stirring the pot.  Goodness.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 21:28, 26 March 2007 (CDT)&lt;br /&gt;
I didn&#039;t think you were for an instant, I was trying to be facetious ;)  Long day for me and I used the wrong smiley I guess! [[User:Farman|Farman]] 00:08, 27 March 2007 (CDT)&lt;br /&gt;
:heheh ok then I&#039;ll use... pfffffftttttttbbtttt--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 08:46, 27 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==herb forms==&lt;br /&gt;
do you want all the herb forms or just starting form(ex. root) and alchemical form(ex. potion)? --[[User:Legeres|Legeres]] 14:57, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It would be interesting to have all 6 forms (fresh, dried, crushed, dried then crushed, crushed then dried, mixed), but if you&#039;re/we&#039;re not interested in exploring potential differences in efficacy between them then it&#039;s not necessary.--[[User:Symphaena|Symphaena]] 23:44, 17 April 2009 (UTC)&lt;br /&gt;
:should be easy enough, i&#039;ll add those i know --[[User:Legeres|Legeres]] 04:29, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==herbs from P5==&lt;br /&gt;
Anyone else think it&#039;s weird or worth noting that some of the herbs you buy from Hib have to be consumed differently? Genich stems need to be inhaled, oj potions eaten, etc?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Yeah, that is kind of odd; they also don&#039;t like to combine with herbs from elsewhere.  Maybe they&#039;re bugged, try handing them one of those alchemist students (if there is one close) and see if they say anything about them.  I was meaning to, but I ate all the herbs before I found one of the students... [[User:Otterino|Otterino]] 23:25, 1 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== table updates ==&lt;br /&gt;
&lt;br /&gt;
So I went through and added some more information to each of the individual herb pages.  One thing I noticed though, and maybe it is just a browser/cache issue here on my end, but for all the items on the table that say they can not be foraged, they actually *can* be foraged.  I updated the individual herb page tables with the information, but it doesn&#039;t seem to be carrying over to the master table on this page.  I didn&#039;t want to break anything, so didn&#039;t mess with any of the sub-templates.  But thought I would mention it.--[[Kythryn]] 14:25, 18 October 2014 (CDT)&lt;br /&gt;
:It is a cache issue at the wiki level. The site will eventually get around to refreshing it itself, but if you want to speed things along just edit and save the page without making any changes. This will cause the table to rebuild itself. I have done so this time, but if you or anyone make changes in the future, you know how to do it now. :)--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 22:25, 18 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
== populating from shop catalogs ==&lt;br /&gt;
&lt;br /&gt;
So I was looking at the clutter of a list under the shiny new table, that has all the information on which IG shops carry which herb.  Is there a way to do a search from catalogs, instead of &amp;quot;items&amp;quot;, so that we can have that automatically populate?  Then we could have the results linked to the shop, so if for example someone was looking at the jadice flower in Therengia, the link would take them to https://elanthipedia.play.net/mediawiki/index.php/Crin%27s_Herbal_Shop.  --[[Kythryn]] 14:46, 20 October 2014 (CDT)&lt;br /&gt;
:Yes, this is possible. Yes, it is done. You may want to check to see if there&#039;s any missing, since I just converted what was already listed to the query format. Cheers!--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 03:27, 21 October 2014 (CDT)&lt;br /&gt;
:P.S. it looks like some shops are not showing up in the list. Taking a quick glance at them, it appears the items are set up slightly differently on the missing ones and so the query doesn&#039;t catch them. I&#039;ll get to it... sometime. Likely in the next couple of days. Feel free to track down the missing ones and adjust the entries yourself if you are able to figure out what each entry needs.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 04:37, 21 October 2014 (CDT)&lt;br /&gt;
::You&#039;re a wiki-master Absolon, nice!  I&#039;ll try and poke around a little too, but my wiki-fu is weak...hehe.  Thanks for the update though!  --[[Kythryn]] 14:55, 21 October 2014 (CDT)&lt;br /&gt;
:::All the herb shops should be updated to be compatible with queries for now. They&#039;ll need updating again once herbs are converted to proper Item:Herb_name pages, but that will come later once item namespace properties are fixed.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 02:23, 22 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Shopped vs Foraged ==&lt;br /&gt;
&lt;br /&gt;
I believe only herbs from shops may be consumed as-is for healing effects, whereas foraged herbs must be turned into their respective remedies products.  Is this correct?  If yes, this information should be added to the wiki. --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]]) 21:26, 28 October 2014 (CDT)&lt;br /&gt;
: I believe it varies by shop. Some have been updated to use the new mechanics, some haven&#039;t. Also, creature dropped herbs are the old kind. -[[User:CARAAMON|CARAAMON]] ([[User talk:CARAAMON|talk]]) 23:06, 28 October 2014 (CDT)&lt;br /&gt;
: Then that should really be included, no?  --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]]) 07:47, 29 October 2014 (CDT)&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:General_new_player_guide&amp;diff=378914</id>
		<title>Talk:General new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:General_new_player_guide&amp;diff=378914"/>
		<updated>2014-10-29T12:45:33Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Created page with &amp;quot;Should we separate general information (e.g. target spells vs augment vs utility, etc.) from how-tos (e.g. prep first, wait for full prep, cast)?  To me, the two ideas are ver...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we separate general information (e.g. target spells vs augment vs utility, etc.) from how-tos (e.g. prep first, wait for full prep, cast)?&lt;br /&gt;
&lt;br /&gt;
To me, the two ideas are very different, even if they cover the same topic.  The fewer words there are, the easier it is to read/parse.  This will also affect other systems like combat, creation, etc. and I think if we don&#039;t try to keep out the bloat, it may become huuuuge --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]])&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:KAMVENIENCE&amp;diff=378913</id>
		<title>User:KAMVENIENCE</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:KAMVENIENCE&amp;diff=378913"/>
		<updated>2014-10-29T12:37:54Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve played DR off and on since around the beginning of 1997, just after AOL went to flat-rate pricing.  Took breaks between 2007-2009 and 2011-June 2014.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378912</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=378912"/>
		<updated>2014-10-29T12:37:03Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief 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 should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&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;
==Start==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
=====Crossing======&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
=====Riverhaven=====&lt;br /&gt;
There is no way to join the guild in Riverhaven, so you must make your way to Crossing if you started out here. &lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between.&lt;br /&gt;
&lt;br /&gt;
===Survival Skills===&lt;br /&gt;
Just like those pesky Ranger types, we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it. From the very start you will be required to train eight survival skills, though the choice is upon you as to which those will be. Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]]. Why? Because that&#039;s a large part of what being a Thief is all about.&lt;br /&gt;
 &lt;br /&gt;
====Evasion====&lt;br /&gt;
Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
&lt;br /&gt;
====Athletics====&lt;br /&gt;
The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming a river. Provided below are some simple suggestions where to practice this skill based upon which area you have chosen to start at within the game.&lt;br /&gt;
&lt;br /&gt;
====Perception====&lt;br /&gt;
Perception is rather simple and no all that dangerous to learn.  Collecting rocks is the most common outside manner to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the _Collect_ verb.  To reduce clutter kick piles after collecting.  It will also teach the skill Outdoorsmanship.  Initially you may need to gain a few ranks by doing simple foraging, use {{com|forage}} verb.&lt;br /&gt;
&lt;br /&gt;
Additional you can gain perception through normal box popping, during the disarm ID, and pick ID steps, and also the disarm analyze steps.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
Being Stealthy is part of being a Thief, and sneaking around town may seem like a grand Thiefy thing to do.&lt;br /&gt;
&lt;br /&gt;
However challenging things are needed to train skills.  Hiding in combat, is one of the most straightforward means to training hiding.  As well if you want to be an accomplished stealth attacker, following up hiding with backstab is the traditional close quarters one-two Thief &#039;punch&#039;.&lt;br /&gt;
&lt;br /&gt;
Hiding and firing a bow an also be done.  However critters sometimes wander around unless engaged.  This can lead to arrows going missing.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters isn&#039;t problematic, it trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
====Locksmithing====&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from critters. We are hands down the best guild at disarming and picking locks, so other guilds will usually seek us out to open their boxes for them. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Locksmithing]]&lt;br /&gt;
&lt;br /&gt;
====Thievery====&lt;br /&gt;
&lt;br /&gt;
====First Aid====&lt;br /&gt;
&lt;br /&gt;
====Outdoorsmanship====&lt;br /&gt;
&lt;br /&gt;
====Skinning====&lt;br /&gt;
One of the most popular choices of survival skills, skinning also has the benefit of being one of the easiest to train. However, in order to make use of it you must combat creatures which can be skinned.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Skinning]].&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
This skill is specific to our guild and our guild alone. &lt;br /&gt;
&lt;br /&gt;
=====Mark=====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. It is able to be learned within your first couple of circles from the Crossing Guildleader.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Mark]]&lt;br /&gt;
&lt;br /&gt;
=====Ambushes=====&lt;br /&gt;
A minor amount of [[Backstab|backstabbing]], and [[Debilitation skill|debilitation]] can be trained by using our guild-only ambushes. They use [[concentration]], like our khri, so you have to be careful not to overuse them or you may run out of concentration, and unable to use any abilities.&lt;br /&gt;
&lt;br /&gt;
[[Ambush Choke]] is received at second circle, and is the only way we can train debilitation till [[Khri Prowess]] is able to be learned at 20th circle. This ambush trains debilitation poorly compared to other ambushes so it is recommended that you find someone to teach the skill until you can train the skill reliably yourself.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Ambush]] and [[:Category:Thief Ambushes|Thief Ambushes]].&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled killers. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. Skill with these weapons will serve you well when using either the Reduced Load or Snipe abilities described below.&lt;br /&gt;
&lt;br /&gt;
In addition to those weapons it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
=====Reduced Load=====&lt;br /&gt;
Every guild has added roundtime to loading weapons while in hiding. As a Thief, once you get enough skill with your ranged weapon (either [[bow]], [[crossbow]], or [[sling]]) and have enough skill with your [[stealth]], you will work that additional roundtime down till your load times are the same in and out of hiding.&lt;br /&gt;
&lt;br /&gt;
=====Snipe=====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you do train your shield because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
===Lore Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Khri====&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
====Confidence====&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
====Urban Bonus====&lt;br /&gt;
&lt;br /&gt;
====Passages====&lt;br /&gt;
&lt;br /&gt;
====Contacts====&lt;br /&gt;
&lt;br /&gt;
====Slips====&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
====Signs====&lt;br /&gt;
&lt;br /&gt;
====Voice Throw====&lt;br /&gt;
&lt;br /&gt;
====Poison Resistance====&lt;br /&gt;
&lt;br /&gt;
====Pretend Guild====&lt;br /&gt;
&lt;br /&gt;
===Closing Statements===&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>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378814</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=378814"/>
		<updated>2014-10-29T04:09:42Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
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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;
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&amp;gt;&#039;&#039;&#039;COMMAND&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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&amp;gt;&#039;&#039;&#039;COMMAND &amp;lt;OBJECT&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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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;
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&amp;gt;&#039;&#039;&#039;LOOK PICTURE&#039;&#039;&#039;&lt;br /&gt;
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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;
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&amp;gt;&#039;&#039;&#039;LOOK RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
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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;
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&amp;gt;&#039;&#039;&#039;LOOK SECOND PICTURE&#039;&#039;&#039;&lt;br /&gt;
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Finally, modifiers may be combined, such as:&lt;br /&gt;
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&amp;gt;&#039;&#039;&#039;LOOK MY SECOND RED PICTURE&#039;&#039;&#039;&lt;br /&gt;
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which will look at the second red picture you have in your inventory.&lt;br /&gt;
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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;
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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;
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==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;
===[[Races]]===&lt;br /&gt;
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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;
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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;
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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;
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===[[Guilds]]===&lt;br /&gt;
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All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
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You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
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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;
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===[[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;
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[[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;
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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;
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===[[Skills]]===&lt;br /&gt;
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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;
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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]].&lt;br /&gt;
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===[[Experience]]===&lt;br /&gt;
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The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
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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;
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===[[Circle|Character Advancement]]===&lt;br /&gt;
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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;
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===[[Inventory (concept)|Inventory]]===&lt;br /&gt;
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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;
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&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;
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===[[Damage|Health]]===&lt;br /&gt;
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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;
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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;
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In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
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===[[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, but you are unable to move on your own, but other players can DRAG you.  &lt;br /&gt;
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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;
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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;
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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;
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==Helpful Terminology==&lt;br /&gt;
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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;
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&#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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==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&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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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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This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
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Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
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Targeted Magic is trained the same way, 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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The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
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&amp;gt;target ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
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&amp;gt;prep ff&lt;br /&gt;
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You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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&amp;gt;targ head&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
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This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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Attunement is another magic skill used only by the &#039;magic using&#039; guilds. Attunement is perhaps the easiest of all Magic Skills to train. It will tell you how much mana is available in any given room by use of the [[Perceive_command|PERCEIVE]] command. Also POWER or CONCENTRATE. It is trained as simply as walking into a new room, and checking the POWer there. Each room has a timer of 540 seconds on teaching via PERCeiving, so to train you end up doing a &#039;Power Walk&#039;. Move, CONCentrate, Move, CONCentrate, Move, CONCentrate...you get the picture.&lt;br /&gt;
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&amp;lt;-- Taken from [[War Mage Newbie Guide]], primarily written by ORBITAL303 --&amp;gt;&lt;br /&gt;
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====Targeted Spells====&lt;br /&gt;
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Targeted Magic spells are all spells allow a TARGETing matrix to be formed. They deal damage, typically some combination of elemental types (fire, cold, electrical) and/or physical types (slice, puncture, impact), and can in some ways be thought of as a weapon. Instead of swinging a sword, you fling fire bolts at your opponent. In order to train Targeted Magic, you need to be able to deal damage to a target of appropriate difficulty.&lt;br /&gt;
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====Debilitation Spells====&lt;br /&gt;
&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 picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also 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. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]]. In order to train Debilitation, you need to be able to cast on a target of appropriate difficulty.&lt;br /&gt;
&lt;br /&gt;
====Augmentation Spells====&lt;br /&gt;
&lt;br /&gt;
Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something. In order to train Augmentation, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Utility Spells====&lt;br /&gt;
&lt;br /&gt;
Utility Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
&lt;br /&gt;
Utility spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like Augmentation spells. In order to train Utility, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Warding Spells====&lt;br /&gt;
&lt;br /&gt;
Warding spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc. In order to train Warding, you need to cast a spell of sufficient difficulty, either by adding more mana to a spell, or casting a more difficult spell. &lt;br /&gt;
&lt;br /&gt;
====Arcana====&lt;br /&gt;
&lt;br /&gt;
Arcana is the skill of magical item use. The two most common items are Runestones, which are consumable holders of spells, and Cambrinth items, which act as a mana battery. When you start, you&#039;ll want to FOCUS on runestones to begin your training, though you&#039;ll quickly advance to being able to CHARGE Cambrinth rings. Once you&#039;ve charged a bit of mana into a Cambrinth item, you can INVOKE the item to prepare it to discharge the stored mana into your next spell. Focusing runes and Charging cambrinth items will train Arcana.&lt;br /&gt;
&lt;br /&gt;
====Attunement====&lt;br /&gt;
&lt;br /&gt;
Attunement is your ability to detect mana for your use. With enough skill, you&#039;ll be able to tell if there is more or less mana in adjacent rooms, and at the higher range of skill, you&#039;ll be able to perceive what those mana levels are. This is trained by PERCEIVE&#039;ing in a room, each room on a roughly 8 minute timer. To train, people will often do what is referred to as &#039;power walking&#039;, wherein they run circuits around a town, PERCEIVE&#039;ing the mana in each room.&lt;br /&gt;
&lt;br /&gt;
===Barbarian &#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. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
===Thief &#039;Magic&#039;===&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Inventory_(concept)&amp;diff=378806</id>
		<title>Inventory (concept)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Inventory_(concept)&amp;diff=378806"/>
		<updated>2014-10-29T04:02:37Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039; refers to all of the items that a character is carrying and wearing, and associated systems.&lt;br /&gt;
&lt;br /&gt;
==Worn Slots==&lt;br /&gt;
&lt;br /&gt;
Each item that may be worn must be worn on a certain place on the body.  There is a limit to how many items may be worn in each place:&lt;br /&gt;
&lt;br /&gt;
Items worn on the body:          0/30&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the back:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn around the waist:      0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the head:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the shoulder:     0/3&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on shoulders:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like pants:            0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like a shirt:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the wrist:          0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on a finger:           0/4&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the feet:           0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn around the neck:       0/3&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn attached to the belt:  0/4&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like arm armor:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn like leg armor:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on an ear:             0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on both ears:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on an ankle:           0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the hands:          0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the tail:           0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the thigh:          0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn on the upper arm:      0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn in/on the nose:        0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the left eye:     0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn over the right eye:    0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a shirt with armor: 0/2&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a hand weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as an elbow weapon:    0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a knee weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a foot weapon:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a left arm shield:  0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
Items worn as a parry stick:      0/1&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Encumbrance and Weight==&lt;br /&gt;
All items have a weight rating, which in DragonRealms is measured in [[Stone (weight)|stone]]s.&lt;br /&gt;
&lt;br /&gt;
See [[Encumbrance]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Maximum Inventory==&lt;br /&gt;
By design, characters in [[DragonRealms]] are limited to 500 total items carried on their person.  If you exceed 400 items, you will receive a warning.&lt;br /&gt;
&lt;br /&gt;
{{important|25}} If you log into the game with 500 items or more, your character will be automatically placed into a special area where you will be forced to reduce your inventory below 500 before you can enter the game.&lt;br /&gt;
&lt;br /&gt;
Use the {{com|INVENTORY}} {{tt|CHECK}} command to see roughly how many items you are carrying.&lt;br /&gt;
&lt;br /&gt;
==Currency==&lt;br /&gt;
[[Money]] does not normally take up inventory slots, though it does contribute weight at a rate of one [[Stone (weight)|stone]] per 5 coins.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Concepts}}&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378774</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=378774"/>
		<updated>2014-10-29T02:52:45Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
===[[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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
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Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
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In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
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It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==Major Game Systems==&lt;br /&gt;
===[[Magic]]===&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;
&lt;br /&gt;
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;
&lt;br /&gt;
This method will cover training the [[Magic]] skills of Augmentation, Warding, Utility, and Sorcery. In the process of casting it will also train your general Realm Magic (Arcane, Elemental, Holy, Lunar)&lt;br /&gt;
&lt;br /&gt;
Debilitation is trained in the same way, though requires you be in combat and casting on an enemy in the proper skill range.&lt;br /&gt;
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Targeted Magic is trained the same way, 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;
&lt;br /&gt;
The spellcaster may also &#039;fine target&#039; the spell by PREParing it before TARGETing. Here is an example of the difference:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;target ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin.&lt;br /&gt;
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&amp;gt;prep ff&lt;br /&gt;
&lt;br /&gt;
You begin chanting a prayer to invoke the Fists of Faenella spell.&lt;br /&gt;
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&amp;gt;targ head&lt;br /&gt;
&lt;br /&gt;
You begin to weave mana lines into a target pattern around a pigeon-toed snow goblin, &#039;&#039;&#039;focusing on its head.&#039;&#039;&#039; &lt;br /&gt;
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This can be useful for damaging an already damaged body part of an opponent, but it also makes it much more difficult to aim so you might find yourself missing a critter you can hit easily with general TARGETing. It is important to mention that either method teaches just as well. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
====Barbarian &#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. See the [[Barbarian_Newbie_Help_Guide|Barbarian Newbie Guide]] for more detail.&lt;br /&gt;
====Thief &#039;Magic&#039;====&lt;br /&gt;
Placed here because the skills used are the same. See the [[Thief_Newbie_Help_Guide|Thief Newbie Guide]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- Taken from [[War Mage Newbie Guide]], primarily written by ORBITAL303 --&amp;gt;&lt;br /&gt;
==Debilitation Spells==&lt;br /&gt;
&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 picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also 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. Debilitation abilities are all subject to a stat contest, and more information can be found at [[Contested Abilities]].&lt;br /&gt;
==Augmentation Spells==&lt;br /&gt;
&lt;br /&gt;
Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something.&lt;br /&gt;
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==Utility Spells==&lt;br /&gt;
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[[Utility]] Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
&lt;br /&gt;
[[Utility]] spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like [[Augmentation]] spells. Additionally, [[Utility]] spells are generally cast on an item or in the area, instead of on a person.&lt;br /&gt;
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==Warding Spells==&lt;br /&gt;
&lt;br /&gt;
[[Warding]] spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, reduce incoming physical damage, etc.&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;
&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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378764</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=378764"/>
		<updated>2014-10-29T02:30:03Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
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&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;
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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;
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==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;
===[[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;
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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;
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===[[Guilds]]===&lt;br /&gt;
&lt;br /&gt;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  However, the location of two of the guilds, Thieves and Necromancers, are considered puzzles.  &lt;br /&gt;
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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;
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===[[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;
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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;
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===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
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===[[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;
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===[[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;
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In addition, there are also poisons, diseases, and parasites that can affect the character&#039;s health.&lt;br /&gt;
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&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&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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Death/favors&lt;br /&gt;
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==Helpful Terminology==&lt;br /&gt;
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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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
* [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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &lt;br /&gt;
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Your character can come back to life a few different ways.  The two most common are for a cleric to resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
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In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Healing_herbs&amp;diff=378762</id>
		<title>Talk:Healing herbs</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Healing_herbs&amp;diff=378762"/>
		<updated>2014-10-29T02:26:48Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: /* Shopped vs Foraged */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some wikilinks for each herb so we can make individual pages with more info such as foragable or not, best alchemical form, etc.  If I had more than 20 ranks in Wikipedia I&#039;d make a nice template table or somesuch... might make a nice weekend project actually.  [[User:Farman|Farman]] 17:16, 21 March 2007 (CDT)&lt;br /&gt;
:Good idea.  Don&#039;t worry about the table/format.  I can whip something up once you get info added :)  --[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 17:25, 21 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Page rename==&lt;br /&gt;
Renaming the page to &#039;&#039;&#039;Healing herbs&#039;&#039;&#039; to conform with wiki naming conventions. [[User:Farman|Farman]] 12:31, 25 March 2007 (CDT)&lt;br /&gt;
:I actually preferred it as &#039;&#039;&#039;Healing Herbs&#039;&#039;&#039;.... I see it as a page title, perhaps like a book name or something.  Debating on rolling back the move.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 12:36, 25 March 2007 (CDT)&lt;br /&gt;
::On well, leave it this way.  I&#039;ll clean up the links on the Main Page.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 13:14, 25 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I guess it doesn&#039;t matter that much, we&#039;re not that huge a site anyway.  Sorry for stirring the pot :P --[[User:Farman|Farman]] 21:25, 26 March 2007 (CDT)&lt;br /&gt;
:I wasn&#039;t berating you, ye weren&#039;t stirring the pot.  Goodness.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 21:28, 26 March 2007 (CDT)&lt;br /&gt;
I didn&#039;t think you were for an instant, I was trying to be facetious ;)  Long day for me and I used the wrong smiley I guess! [[User:Farman|Farman]] 00:08, 27 March 2007 (CDT)&lt;br /&gt;
:heheh ok then I&#039;ll use... pfffffftttttttbbtttt--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 08:46, 27 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==herb forms==&lt;br /&gt;
do you want all the herb forms or just starting form(ex. root) and alchemical form(ex. potion)? --[[User:Legeres|Legeres]] 14:57, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It would be interesting to have all 6 forms (fresh, dried, crushed, dried then crushed, crushed then dried, mixed), but if you&#039;re/we&#039;re not interested in exploring potential differences in efficacy between them then it&#039;s not necessary.--[[User:Symphaena|Symphaena]] 23:44, 17 April 2009 (UTC)&lt;br /&gt;
:should be easy enough, i&#039;ll add those i know --[[User:Legeres|Legeres]] 04:29, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==herbs from P5==&lt;br /&gt;
Anyone else think it&#039;s weird or worth noting that some of the herbs you buy from Hib have to be consumed differently? Genich stems need to be inhaled, oj potions eaten, etc?&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Yeah, that is kind of odd; they also don&#039;t like to combine with herbs from elsewhere.  Maybe they&#039;re bugged, try handing them one of those alchemist students (if there is one close) and see if they say anything about them.  I was meaning to, but I ate all the herbs before I found one of the students... [[User:Otterino|Otterino]] 23:25, 1 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== table updates ==&lt;br /&gt;
&lt;br /&gt;
So I went through and added some more information to each of the individual herb pages.  One thing I noticed though, and maybe it is just a browser/cache issue here on my end, but for all the items on the table that say they can not be foraged, they actually *can* be foraged.  I updated the individual herb page tables with the information, but it doesn&#039;t seem to be carrying over to the master table on this page.  I didn&#039;t want to break anything, so didn&#039;t mess with any of the sub-templates.  But thought I would mention it.--[[Kythryn]] 14:25, 18 October 2014 (CDT)&lt;br /&gt;
:It is a cache issue at the wiki level. The site will eventually get around to refreshing it itself, but if you want to speed things along just edit and save the page without making any changes. This will cause the table to rebuild itself. I have done so this time, but if you or anyone make changes in the future, you know how to do it now. :)--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 22:25, 18 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
== populating from shop catalogs ==&lt;br /&gt;
&lt;br /&gt;
So I was looking at the clutter of a list under the shiny new table, that has all the information on which IG shops carry which herb.  Is there a way to do a search from catalogs, instead of &amp;quot;items&amp;quot;, so that we can have that automatically populate?  Then we could have the results linked to the shop, so if for example someone was looking at the jadice flower in Therengia, the link would take them to https://elanthipedia.play.net/mediawiki/index.php/Crin%27s_Herbal_Shop.  --[[Kythryn]] 14:46, 20 October 2014 (CDT)&lt;br /&gt;
:Yes, this is possible. Yes, it is done. You may want to check to see if there&#039;s any missing, since I just converted what was already listed to the query format. Cheers!--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 03:27, 21 October 2014 (CDT)&lt;br /&gt;
:P.S. it looks like some shops are not showing up in the list. Taking a quick glance at them, it appears the items are set up slightly differently on the missing ones and so the query doesn&#039;t catch them. I&#039;ll get to it... sometime. Likely in the next couple of days. Feel free to track down the missing ones and adjust the entries yourself if you are able to figure out what each entry needs.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 04:37, 21 October 2014 (CDT)&lt;br /&gt;
::You&#039;re a wiki-master Absolon, nice!  I&#039;ll try and poke around a little too, but my wiki-fu is weak...hehe.  Thanks for the update though!  --[[Kythryn]] 14:55, 21 October 2014 (CDT)&lt;br /&gt;
:::All the herb shops should be updated to be compatible with queries for now. They&#039;ll need updating again once herbs are converted to proper Item:Herb_name pages, but that will come later once item namespace properties are fixed.--[[User:ABSOLON|ABSOLON]] ([[User talk:ABSOLON|talk]]) 02:23, 22 October 2014 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Shopped vs Foraged ==&lt;br /&gt;
&lt;br /&gt;
I believe only herbs from shops may be consumed as-is for healing effects, whereas foraged herbs must be turned into their respective remedies products.  Is this correct?  If yes, this information should be added to the wiki. --[[User:KAMVENIENCE|KAMVENIENCE]] ([[User talk:KAMVENIENCE|talk]]) 21:26, 28 October 2014 (CDT)&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378732</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=378732"/>
		<updated>2014-10-29T01:25:28Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378731</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=378731"/>
		<updated>2014-10-29T01:24:21Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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 &#039;&#039;&#039;&amp;gt;EXPERIENCE&#039;&#039;&#039; will display skills with field experience.  To see your total experience in all ranks, type &#039;&#039;&#039;&amp;gt;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;&amp;gt;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;EXPERIENCE LORE&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;EXPERIENCE MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;&amp;gt;EXPERIENCE ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;gt;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 &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example, to check Locksmithing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378730</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=378730"/>
		<updated>2014-10-29T01:20:54Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
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&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;
===[[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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378729</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=378729"/>
		<updated>2014-10-29T01:20:10Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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|TDPs]] 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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378728</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=378728"/>
		<updated>2014-10-29T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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 developement 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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378727</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=378727"/>
		<updated>2014-10-29T01:18:39Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378726</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=378726"/>
		<updated>2014-10-29T01:15:55Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;
===[[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]] ([[time development point]] cost 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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378718</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=378718"/>
		<updated>2014-10-29T00:35:11Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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 also 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;
&#039;&#039;&#039;Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 11 playable races, more for NPC.  A character&#039;s race affects stats (TDP training cost) and mostly RP-elements (e.g. tail verbs for races with tails).  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;
All characters start as Commoners.  Then, there are 11 guilds that a player may choose to join: [[Barbarian]], [[Bard]], [[Cleric]], [[Empath]], [[Moon Mage]], [[Necromancer]], [[Paladin]], [[Ranger]], [[Thief]], [[Trader]], [[Warrior Mage]].&lt;br /&gt;
&lt;br /&gt;
You can type DIR &amp;lt;GUILD&amp;gt; while in the city for directions to that guild.  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;
===[[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]].&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type &#039;&#039;&#039;EXPERIENCE ALL&#039;&#039;&#039;. To check your experience in a given skillset, type &#039;&#039;&#039;EXPERIENCE WEAPON&#039;&#039;&#039;, &#039;&#039;&#039;LORE&#039;&#039;&#039;, &#039;&#039;&#039;MAGIC&#039;&#039;&#039;, &#039;&#039;&#039;ARMOR&#039;&#039;&#039;, or &#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;. You may also check an individual skills progress by typing &#039;&#039;&#039;EXPERIENCE LOCKSMITHING&#039;&#039;&#039;, for example to check Locksmithing. Typing &#039;&#039;&#039;EXPERIENCE&#039;&#039;&#039; will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Dragonrealms, a characters 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 20 times. &#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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;. It is possible for a character to be significantly over skilled for their circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&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 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, but you are unable to move on your own, but other players can DRAG you.  &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 resurrect you, or for your character to DEPART.  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 DEPART 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.  For characters without this newbie protection, recovering from death requires [[favors]].&lt;br /&gt;
&lt;br /&gt;
In-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 RUB or HUG command, with rub transferring a little field experience, and hug filling the orb completely.  &lt;br /&gt;
&lt;br /&gt;
It is important to keep in mind that each favor orb takes a little more experience to fill than the last.  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 INFO or EXP command.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember when using the DEPART command, is that by default, all of the coins your character was carrying will be lost, and all of your items will 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;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378712</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=378712"/>
		<updated>2014-10-28T23:56:24Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;PERSON&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 guy named Bob, and you wanted to wave at him, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;WAVE BOB&#039;&#039;&#039;&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 also 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;
&#039;&#039;&#039;Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 11 playable races, more for NPC.  A character&#039;s race affects stats (TDP training cost) and mostly RP-elements (e.g. tail verbs for races with tails).  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;
&#039;&#039;&#039;Guilds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters start as commoners.  Then, there are 11 guilds that a player may choose to join.  How to join two of the guilds, Thieves and Necromancers, are considered puzzles.  It is not recommended that a new player join the Necromancer guild.&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, Lore, Magic, Survival, and Weapons.&lt;br /&gt;
&lt;br /&gt;
===[[Experience]]===&lt;br /&gt;
&lt;br /&gt;
The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase progressively from Clear (0/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your 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;
To see your total experience in all ranks, type EXPERIENCE ALL. To check your experience in a given skillset, type EXPERIENCE WEAPON, LORE, MAGIC, ARMOR, or SURVIVAL. You may also check an individual skills progress by typing EXPERIENCE LOCKSMITHING, for example to check Locksmithing. Typing EXPERIENCE will only display skills with field experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Levels are referred to as &amp;quot;circles&amp;quot; and &amp;quot;circle&amp;quot; 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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
&lt;br /&gt;
In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&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;
&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Encumbrance.&lt;br /&gt;
&lt;br /&gt;
Hindrance.&lt;br /&gt;
&lt;br /&gt;
Creation systems.&lt;br /&gt;
&lt;br /&gt;
Day/night effects (shop closures, etc.)&lt;br /&gt;
&lt;br /&gt;
Justice&lt;br /&gt;
&lt;br /&gt;
Death/favors&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;
&lt;br /&gt;
&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
* [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;
&lt;br /&gt;
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;
&lt;br /&gt;
==How to Search Elanthipedia==&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Special Queries===&lt;br /&gt;
&lt;br /&gt;
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;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:KAMVENIENCE&amp;diff=378621</id>
		<title>User:KAMVENIENCE</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:KAMVENIENCE&amp;diff=378621"/>
		<updated>2014-10-28T18:12:48Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: Created page with &amp;quot;I&amp;#039;ve played DR off and on since around the beginning of 2007, just after AOL went to flat-rate pricing.  Took breaks between 2007-2009 and 2011-June 2014.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve played DR off and on since around the beginning of 2007, just after AOL went to flat-rate pricing.  Took breaks between 2007-2009 and 2011-June 2014.&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=General_new_player_guide&amp;diff=378601</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=378601"/>
		<updated>2014-10-28T17:22:39Z</updated>

		<summary type="html">&lt;p&gt;KAMVENIENCE: &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;
==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;PERSON&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 guy named Bob, and you wanted to wave at him, you would type the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;WAVE BOB&#039;&#039;&#039;&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;
==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;
&#039;&#039;&#039;Races&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 11 playable races, more for NPC.  A character&#039;s race affects stats (TDP training cost) and mostly RP-elements (e.g. tail verbs for races with tails).  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;
&#039;&#039;&#039;Guilds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters start as commoners.  Then, there are 11 guilds that a player may choose to join.  How to join two of the guilds, Thieves and Necromancers, are considered puzzles.  It is not recommended that a new player join the Necromancer guild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!-- Move the description of skills from the helpful terminology section here? - KAMVENIENCE--&amp;gt;&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.  Skills are broken up into groups: weapons, armor, magic, survival, and lore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;!-- Move the description of experience from the helpful terminology section here? - KAMVENIENCE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advancement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Levels are referred to as &amp;quot;circles&amp;quot; and &amp;quot;circle&amp;quot; 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 the highest X skills in a skill group.  The exact skill (for example, small edge or large edge) can be freely chosen by the player.  There are also sometimes requirements for specific skills.  To circle, a player must fulfill all the requirements, which as mentioned before, generally take the form of &amp;quot;X ranks in top Y skill(s) in Z skill group(s)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats &amp;amp; TDPs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stats and TDP description here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragonrealms doesn&#039;t employ the &amp;quot;hit point&amp;quot; system, per se, though vitality is 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.  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 commonly used when compared to vitality.  When the severity of fresh injuries reach a certain threshold, they begin to bleed.  External wounds may be tended to stop the bleeding, but there is no similar option for internal wounds.&lt;br /&gt;
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In addition, there is also poison and disease that can affect the character&#039;s health.&lt;br /&gt;
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&#039;&#039;&#039;Money&#039;&#039;&#039;&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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&#039;&#039;&#039;Other concept ideas&#039;&#039;&#039;&lt;br /&gt;
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Encumbrance.&lt;br /&gt;
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Hindrance.&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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Death/favors&lt;br /&gt;
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==Helpful Terminology==&lt;br /&gt;
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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;
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&#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;Spells&#039;&#039;&#039; - Magic using guilds (which we&#039;ll explain later) have the ability to harness mana into spells. This is done by first PREPAREing the spell, via the PREPARE command, and when the spell is ready, CASTing it. For example, PREPARE ETHEREAL SHIELD, and when the spell is ready, CAST. Unlike many games where a spell costs a certain number of mana points, in Dragonrealms, the spellcaster defines how much power they want to funnel into the spell, for example, PREPARE ETHEREAL SHIELD 10. The amount of mana a spellcaster can funnel into a spell is determined by their skill in their primary magic skill (e.g., Lunar Magic for Moon Mages, Elemental Magic for Warrior Mages), their Attunement skill, and their skill in the type of spell being cast, though more on that later. The more mana funneled into a spell, the more difficult it is to cast. Casting a spell before the spell is fully prepared also increases the difficulty of the spell.&lt;br /&gt;
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&#039;&#039;&#039;Targeted Spells&#039;&#039;&#039; - Additionally, one type of offensive spell can be targeted to enhance it&#039;s accuracy. This can either be done by PREPARE FIRE SHARDS 5, and then immediately TARGET GOBLIN, or, more simply, TARGET FIRE SHARDS 5 GOBLIN. Once the targeting matrix is complete, the spell is then CAST as normal. The advantage of preparing first, then targeting, the spellcaster may &#039;fine target&#039; the spell, for example, PREPARE FIRE SHARDS 5, TARGET GOBLIN LEFT LEG. This can be useful for damaging an already damaged body part of an opponent. If you don&#039;t care where you hit, TARGET FIRE SHARDS 5 GOBLIN is fine. Once you TARGET a spell, it is considered fully prepared, but CASTing before the targeting matrix fully forms will reduce it&#039;s accuracy.&lt;br /&gt;
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&#039;&#039;&#039;Skills&#039;&#039;&#039; - In Dragonrealms, all of the interesting actions are at the behest of skillchecks. 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. All skills in the game are broken into five categories, Armor, Lore, Magic, Survival, and Weapons. To see your total experience in all ranks, type EXPERIENCE ALL. To check your experience in a given skillset, type EXPERIENCE WEAPON, LORE, MAGIC, ARMOR, or SURVIVAL. You may also check an individual skills progress by typing SKILL LOCKSMITHING, for example to check Locksmithing. Typing EXPERIENCE will only display skills with field experience.&lt;br /&gt;
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The way skills gain in ranks in Dragonrealms may also be somewhat confusing at first. As you gain experience, you&#039;ll see that skills mindstate increase from Clear (0/34) to Pondering (7/34) to Riveted (28/34) to Mind Lock (34/34). This is your &#039;Field Experience&#039;, and represents you learning things that you haven&#039;t yet converted to actual skill. Think of it as studying for a test, but needing to sleep on it to fully process and integrate all you&#039;ve learned. Over time, Field Experience will drain, and in doing so, will convert into actual ranks in the skill. The rate at which skills drain is determined by your guild. Moon Mages are Magic Prime, which means they drain Field Experience from Magic skills at the fastest rate. They are Weapon and Armor Tertiary, which means they drain Field Experience from Weapon and Armor skills at the slowest rate. More information can be found here [[Experience]].&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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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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==How to Search Elanthipedia==&lt;br /&gt;
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===Basic and Advanced Search===&lt;br /&gt;
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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;
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&#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;
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&#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;
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*&#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;
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[[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;
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[[Special:RunQuery/Post_Query|PostQuery]]: Search for archived posts from the official Play.net forum (separate topics with a comma)&lt;br /&gt;
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&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KAMVENIENCE</name></author>
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