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	<updated>2026-04-25T14:06:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Introduction_to_the_setting&amp;diff=504737</id>
		<title>Introduction to the setting</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Introduction_to_the_setting&amp;diff=504737"/>
		<updated>2019-07-16T19:57:33Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Basic Geographic/Political Information==&lt;br /&gt;
* [[Elanthia]] - The planet that the game takes place on.&lt;br /&gt;
* [[Kermoria]] - The continent that includes the vast majority of the PC accessible portions of the game.&lt;br /&gt;
* [[Albaria]] - A neighboring continent to Kermoria, and the original home of the Gnomes and Kaldar.&lt;br /&gt;
* Provinces - There are 5 Provinces that make up the PC-accessible portions of the game world:&lt;br /&gt;
** [[Zoluren]]&lt;br /&gt;
** [[Therengia]]&lt;br /&gt;
** [[Ilithi]]&lt;br /&gt;
** [[Qi&#039;Reshalia]]&lt;br /&gt;
** [[Forfedhdar]]&lt;br /&gt;
&lt;br /&gt;
==Basic Race Information==&lt;br /&gt;
* [[Races|Major Races]] (both playable and not)&lt;br /&gt;
&lt;br /&gt;
==Basic Guild Information==&lt;br /&gt;
* [[Guilds|All Playable Guilds]]&lt;br /&gt;
&lt;br /&gt;
==Basic Religious Information==&lt;br /&gt;
* [[Immortals|The Thirteen Immortals of Kermoria]]&lt;br /&gt;
* [[Book:MarRGS|The Gods of Albaria]]&lt;br /&gt;
* [[Eu-Demrris-Tenemlor|The Gods of the Prydaen]]&lt;br /&gt;
* [[Rakash Traditions and Dawvs (book)|The Gods of the Rakash]]&lt;br /&gt;
&lt;br /&gt;
==Misc. Setting Information==&lt;br /&gt;
* [[Holidays|Kermorian Holidays]]&lt;br /&gt;
* [[Time|How Time Works and Time-related Lingo]]&lt;br /&gt;
* [[:Category:Heavenly bodies|Heavenly Bodies]]&lt;br /&gt;
&lt;br /&gt;
==Historical Figures==&lt;br /&gt;
* Early history&lt;br /&gt;
** [[Lanival]]&lt;br /&gt;
** [[Teiro]]&lt;br /&gt;
** The [[Empire of the Seven Pointed Star]]&lt;br /&gt;
&lt;br /&gt;
* Recent history&lt;br /&gt;
** [[Modern timeline]]&lt;br /&gt;
** [[Lyras]]&lt;br /&gt;
** [[Xitoccanemun]]&lt;br /&gt;
** [[Alret]]&lt;br /&gt;
** [[Geva]]&lt;br /&gt;
** [[Viggu]]&lt;br /&gt;
** [[Xerasyth]]&lt;br /&gt;
** [[Dragon Priest (Cult)|The Dragon Priests]]&lt;br /&gt;
** [[Sithsia]]&lt;br /&gt;
** [[Outcasts|The Outcast Tribes]]&lt;br /&gt;
** [[Sorrow|Lord Sorrow]]&lt;br /&gt;
** [[Inquisition|The Inquisition]]&lt;br /&gt;
** [[Hounds of Rutilor|The Hounds of Rutilor]]&lt;br /&gt;
** [[Talorc|Gypsy King Talorc]]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Player guides,New player guides}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mirglyn_Sisters,_Goldsmiths&amp;diff=504706</id>
		<title>Mirglyn Sisters, Goldsmiths</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mirglyn_Sisters,_Goldsmiths&amp;diff=504706"/>
		<updated>2019-07-12T02:16:15Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance |    &lt;br /&gt;
         Store Name       = Mirglyn Sisters, Goldsmiths  |&lt;br /&gt;
         Province         = Therengia       |&lt;br /&gt;
         Town             = Riverhaven      |&lt;br /&gt;
         MapNumber        = 30              |&lt;br /&gt;
         Owner            = Adaerna Mirglyn |&lt;br /&gt;
         NumRooms         = 1               |&lt;br /&gt;
         Store Type       = Jewelry|&lt;br /&gt;
}}{{ShopDescription&lt;br /&gt;
|roomname=Mirglyn Sisters, Goldsmiths&lt;br /&gt;
|desc= Brightly burning lamps hang above the low felt-topped tables used by the Mirglyn sisters in their work.  Small glass-front drawers holding assorted metal clasps and other findings used in the jewelers&#039; creations line the back of each bench.  You also see a gilded wire birdcage, Goldsmith Adaerna Mirglyn, a dark blue velvet display with a few things on it, a wicker dancing mannequin with several things on it, a polished ebonwood slab with an enameled cavern bank on it, a carved ivory pedestal with several things on it and a discreet parchment sign.&lt;br /&gt;
Obvious exits: out.}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the ivory pedestal}}&lt;br /&gt;
{{ShopFootnote|You may POINT these items at another player and, if they ACCEPT, and are able to wear it, you will put it on them.  NOTE that this may not be possible for all items, depending on where it&#039;s worn}}&lt;br /&gt;
{{ShopItem|t=j|silver aspen leaf circlet|1,900}}&lt;br /&gt;
{{ShopItem|t=j|electrum holly leaf circlet|8,900}}&lt;br /&gt;
{{ShopItem|t=j|golden maple leaf circlet|20,000}}&lt;br /&gt;
{{ShopItem|t=j|red gold oak leaf circlet|16,000}}&lt;br /&gt;
{{ShopItem|t=j|brushed platinum wedding band|55,000}}&lt;br /&gt;
{{ShopItem|t=j|braided electrum wedding band|3,800}}&lt;br /&gt;
{{ShopItem|t=j|narrow gold wedding band|5,800}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the dark blue velvet display}}&lt;br /&gt;
{{ShopItem|t=j|black velvet ankle bracelets with polished electrum bells|8,000}}&lt;br /&gt;
{{ShopItem|t=j|deep blue beaded ankle bracelets with etched silver bells|8,000}}&lt;br /&gt;
{{ShopItem|t=j|cluster of burnished gold toe-bells|8,200}}&lt;br /&gt;
{{ShopItem|t=j|pair of dainty brushed silver toe-bells|1,200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On a wicker dancing mannequin}}&lt;br /&gt;
{{ShopItem|t=j|silver-washed chainmail belt hung with red gold bells|7,600}}&lt;br /&gt;
{{ShopItem|t=j|scarlet silk sash hung with tiny silver bells|4,000}}&lt;br /&gt;
{{ShopItem|t=j|scalloped electrum hip chain hung with tiny golden bells|12,500}}&lt;br /&gt;
{{ShopItem|t=j|copper-belled leather anklet|2,500}}&lt;br /&gt;
{{ShopItem|t=j|brass-belled suede anklet|2,500}}&lt;br /&gt;
{{ShopItem|t=j|silver-belled chain anklet|3,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=In a gilded wire birdcage}}&lt;br /&gt;
{{ShopItem|t=i|clockwork bird charm|note=NOT a [[whisper charm]], may become any of: {{sloot|i|enameled zebra wing finch}}, {{sloot|i|clockwork green parakeet}}, {{sloot|i|enameled red cardinal}}, {{sloot|i|enameled house finch}}, {{sloot|i|enameled grey and white mockingbird}}, {{sloot|i|enameled yellow canary}}, {{sloot|i|articulated blue parakeet}}, {{sloot|i|graceful wire-work nightingale}}, {{sloot|i|enameled green parrot}}, {{sloot|i|delicate cloisone pigeon}}, {{sloot|i|enameled bluebird}}, {{sloot|i|articulated scarlet tanager}}, {{sloot|i|enameled brass-wing swallow}}, {{sloot|i|clockwork brown sparrow}}, {{sloot|i|articulated goldfinch}}, {{sloot|i|cloisone red-breasted robin}}|18,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On a polished ebonwood slab}}&lt;br /&gt;
{{ShopItem|t=i|enameled cavern bank|note=Holds 20 copper Kronars|350,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On a black enamel display rack}}&lt;br /&gt;
{{ShopItem|t=w|steel-bladed silk fan with a swaying silver leaf charm|note=SE/SB|6,500}}&lt;br /&gt;
{{ShopItem|t=w|steel-bladed silk fan with a delicate ivory tassel|note=SE/SB|8,000}}&lt;br /&gt;
{{ShopItem|t=i|graceful carved sandalwood fan with a silver-beaded silk tassel|2,000}}&lt;br /&gt;
{{ShopItem|t=i|delicate silver-gilt fan with a cabochon amethyst at the hinge|5,000}}&lt;br /&gt;
{{ShopItem|t=i|delicate pierced ivory fan with pink silk ribbons|4,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Custom Jewelry by&lt;br /&gt;
|desc=&amp;gt;&lt;br /&gt;
Ask Adaerna about jewelry&lt;br /&gt;
[[Adaerna Mirglyn]] says, &amp;quot;It&#039;s so nice to find someone with a sense of style!  I make custom  jewelry.  If you&#039;re interested, I can make the following:&lt;br /&gt;
&lt;br /&gt;
A discreet parchment sign reads:&lt;br /&gt;
&lt;br /&gt;
Please use caution when selecting wedding bands to make sure you have the one you truly desire -- we will not refund the purchase price if you choose the wrong one.&lt;br /&gt;
&lt;br /&gt;
The steel bladed fans are a curious [[Elothean]] innovation from the [[House of the Steel Dove]].  We&#039;re not responsible for any damage incurred by careless use.&lt;br /&gt;
&lt;br /&gt;
Ask me about jewelry to find out about custom orders.&lt;br /&gt;
&lt;br /&gt;
:[[Adaerna Mirglyn]] and Sisters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes: For each option, {{tt|ORDER # FROM ADAERNA}}. Once you are done with your selections, you will confirm the order before purchase.&lt;br /&gt;
&lt;br /&gt;
All items take approximately 5 Earth days (20 Elanthian days or 5 andaen).&lt;br /&gt;
&lt;br /&gt;
{{Shop Page Two Columns|title=Available Wares&lt;br /&gt;
|contents=&lt;br /&gt;
*1) {{sloot|i|amulet}}&lt;br /&gt;
*2) {{sloot|i|pendant}}&lt;br /&gt;
*3) {{sloot|i|bracelet}}&lt;br /&gt;
*4) {{sloot|i|friendship ring}}&lt;br /&gt;
|contents2=&lt;br /&gt;
*5) {{sloot|i|engagement ring}}&lt;br /&gt;
*6) {{sloot|i|haircomb}}&lt;br /&gt;
*7) {{sloot|i|bindi}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn beams, &amp;quot;Oh, a very good choice. I make my amulets to celebrate the month and year of your birth (if you have questions, you can ask me about BIRTHSTONES). Now, the amulet consists of a gemstone charm representing the month of your birth (or that of the person you wish to give the gemstone to), and the background represents the year. You can pick from the following:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: {{sloot|i|birthstone amulet silhouetted against a metal shape|a [gem] [birthstone] amulet silhouetted against a [metal] [shape]}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Amulets&lt;br /&gt;
! Birthstones !! Gems !! Background !! Shape&lt;br /&gt;
|-&lt;br /&gt;
|1) ram||1) amethyst||1) brushed silver||1) disk&lt;br /&gt;
|-&lt;br /&gt;
|2) sea drake||2) jade||2) hammered bronze||2) teardrop&lt;br /&gt;
|-&lt;br /&gt;
|3) cobra||3) carnelian||3) burnished gold||3) oval&lt;br /&gt;
|-&lt;br /&gt;
|4) wild man||4) sardonyx||4) honey amber||4) triangular&lt;br /&gt;
|-&lt;br /&gt;
|5) fire lion||5) topaz||5) rough iron||5) star&lt;br /&gt;
|-&lt;br /&gt;
|6) balance scale||6) lapis lazuli||6) cloudy emerald||*6) crescent moon&lt;br /&gt;
|-&lt;br /&gt;
|7) battle-axe||7) malachite||7) bubbled crystal||7) tree-of-life&lt;br /&gt;
|-&lt;br /&gt;
|8) brigantine||8) coral||||8) sunburst&lt;br /&gt;
|-&lt;br /&gt;
|9) maiden||9) jasper||||9) shell&lt;br /&gt;
|-&lt;br /&gt;
|||10) cinnebar||||10) triscele &lt;br /&gt;
|-&lt;br /&gt;
|||11) moss agate||||&lt;br /&gt;
|-&lt;br /&gt;
|||12) citrine||||&lt;br /&gt;
|-&lt;br /&gt;
|||13) garnet||||&lt;br /&gt;
|-&lt;br /&gt;
|||14) tiger&#039;s eye||||&lt;br /&gt;
|-&lt;br /&gt;
|||15) opal||||&lt;br /&gt;
|-&lt;br /&gt;
|||16) turquoise||||&lt;br /&gt;
|-&lt;br /&gt;
|||17) adderstone||||&lt;br /&gt;
|-&lt;br /&gt;
|||18) onyx||||&lt;br /&gt;
|-&lt;br /&gt;
|||19) hematite||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pendants are very popular for anniversaries, birthdays or even just a &amp;quot;please-forgive-me-I-didn&#039;t-mean-it&amp;quot; kind of present,&amp;quot; Adaerna Mirglyn grins. &amp;quot;No matter which it&#039;s for, we&#039;ve an assortment of gems for you to pick from:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: {{sloot|i|penant on a chain|a [shape] [gem] pendant on a [chain style] [metal] chain}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Pendants (can be POINTed AT a &amp;lt;friend&amp;gt; to put it on your friend!)&lt;br /&gt;
! Gems !! Shapes !! Metal !! Chain Style&lt;br /&gt;
|-&lt;br /&gt;
|1) amber||1) oval||1) bronze||1) twisted&lt;br /&gt;
|-&lt;br /&gt;
|2) amethyst||2) marquise||2) brass||2) fragile&lt;br /&gt;
|-&lt;br /&gt;
|3) autumn jasper||3) heart-shaped||3) pewter||3) slender&lt;br /&gt;
|-&lt;br /&gt;
|4) baroque pearl||4) teardrop||4) silver||4) heavy&lt;br /&gt;
|-&lt;br /&gt;
|5) beryl||5) cabachon||5) sterling||5) massive&lt;br /&gt;
|-&lt;br /&gt;
|6) bloodstone||6) faceted||6) electrum||6) braided&lt;br /&gt;
|-&lt;br /&gt;
|7) citrine||7) step-cut||7) gold||7) carved&lt;br /&gt;
|-&lt;br /&gt;
|8) emerald||8) cushion-cut||8) white gold||8) flat&lt;br /&gt;
|-&lt;br /&gt;
|9) fire opal||9) antique||9) yellow gold||9) narrow&lt;br /&gt;
|-&lt;br /&gt;
|10) jade||10) star-shaped||10) rose gold||10) wide &lt;br /&gt;
|-&lt;br /&gt;
|11) lapis lazuli||11) channel-set||11) red gold||&lt;br /&gt;
|-&lt;br /&gt;
|12) carnelian||12) delicate||12) black gold||&lt;br /&gt;
|-&lt;br /&gt;
|13) quartz||13) dainty||13) elven silver||&lt;br /&gt;
|-&lt;br /&gt;
|14) turquoise||14) leaf-shaped||14) platinum||&lt;br /&gt;
|-&lt;br /&gt;
|15) water opal||15) triangular||||&lt;br /&gt;
|-&lt;br /&gt;
|16) ruby||16) moon-shaped||||&lt;br /&gt;
|-&lt;br /&gt;
|17) sapphire||17) starburst||||&lt;br /&gt;
|-&lt;br /&gt;
|18) emerald||18) rose-shaped||||&lt;br /&gt;
|-&lt;br /&gt;
|19) diamond||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn smiles and says, &amp;quot;I&#039;m particularly fond of bracelets. Now there are a few styles to choose from. Would you like:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: {{sloot|i|bracelet set with gem beads|a [finish] [metal] [style] bracelet set with [gem] beads}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bracelets&lt;br /&gt;
!	Styles 	!!	Metal 	!!	Style/Finish	!!	Gem Beads&lt;br /&gt;
|-&lt;br /&gt;
|	1) bangle	||	1) bronze	||	1) delicate	||	1) gold&lt;br /&gt;
|-&lt;br /&gt;
|	2) chain	||	2) pewter	||	2) dainty	||	2) copper&lt;br /&gt;
|-&lt;br /&gt;
|	3) charm	||	3) brass	||	3) fragile	||	3) platinum&lt;br /&gt;
|-&lt;br /&gt;
|	4) chainmaille  	||	4) copper	||	4) brushed	||	4) animite&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	5) sterling	||	5) burnished	||	5) garnet&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	6) silver	||	6) hammered	||	6) amethyst&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	7) electrum	||	7) heavy	||	7) amber&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	8) gold	||	8) flame-etched	||	8) aquamarine&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	9) white gold	||	9) damascened	||	9) topaz&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	10) red gold	||	 	||	10) citrine&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	11) black gold	||	 	||	11) malachite&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	12) platinum	||	 	||	12) lapis lazuli&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	13) fire opal&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	14) tourmaline&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	15) rutilated quartz&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	16) beryl&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	17) green zircon&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	18) rose quartz&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	19) foil-lined glass &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn smiles sympathetically. &amp;quot;I&#039;m sure your friend will love one of my rings. Now, you can pick from your choice of metals:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: a {{sloot|i|friendship ring with glass beads|[style] [metal] friendship ring with [shape] [color] glass beads}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Friendship Rings&lt;br /&gt;
!	Metal 	!!	Syle	!!	Shape	!!	Bead Color&lt;br /&gt;
|-&lt;br /&gt;
|	1) brass	||	1) dainty	||	1) oval	||	1) green&lt;br /&gt;
|-&lt;br /&gt;
|	2) bronze	||	2) fragile	||	2) square	||	2) amber&lt;br /&gt;
|-&lt;br /&gt;
|	3) pewter	||	3) slender	||	3) spiral	||	3) black&lt;br /&gt;
|-&lt;br /&gt;
|	4) copper	||	4) heavy	||	4) paired	||	4) violet&lt;br /&gt;
|-&lt;br /&gt;
|	5) silver	||	5) massive	||	5) heart-shaped	||	5) blue&lt;br /&gt;
|-&lt;br /&gt;
|	6) sterling	||	6) braided	||	6) two	||	6) dark blue&lt;br /&gt;
|-&lt;br /&gt;
|	7) electrum	||	7) twisted	||	7) a circle of	||	7) pumpkin&lt;br /&gt;
|-&lt;br /&gt;
|	8) gold	      ||	8) carved	||	8) faceted	||	8) orange&lt;br /&gt;
|-&lt;br /&gt;
|	9) yellow gold	||	9) narrow	||	9) smooth	||	9) pink&lt;br /&gt;
|-&lt;br /&gt;
|	10) red gold	||	10) wide    	||	 	||	10) white&lt;br /&gt;
|-&lt;br /&gt;
|	11) white gold	||	 	||	 	||	11) pastel&lt;br /&gt;
|-&lt;br /&gt;
|	12) rose gold	||	 	||	 	||	12) autumn-hued&lt;br /&gt;
|-&lt;br /&gt;
|	13) elven silver	||	 	||	 	||	13) twilight-hued&lt;br /&gt;
|-&lt;br /&gt;
|	14) black gold	||	 	||	 	||	14) water-hued&lt;br /&gt;
|-&lt;br /&gt;
|	15) platinum	||		||	 	||	15) clear&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	16) gilded&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	17) foil-lined&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	18) crackled&lt;br /&gt;
|-&lt;br /&gt;
|	 	||	 	||	 	||	19) lampwork &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn&#039;s eyes light up appreciatively. &amp;quot;Only the best for such a special event in your life. Now, you can pick from any of the following metals:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: {{sloot|i|engagement ring with a gem|a [style] [metal] engagement ring set with a [gem] [shape]}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Engagement Rings &lt;br /&gt;
! Metal !! Style !! Gem !! Gem Carving/Shape&lt;br /&gt;
|-&lt;br /&gt;
|1) silver||1) dainty||1) dark emerald||1) oval&lt;br /&gt;
|-&lt;br /&gt;
|2) sterling||2) fragile||2) ruby||2) marquise&lt;br /&gt;
|-&lt;br /&gt;
|3) electrum||3) slender||3) sapphire||3) heart&lt;br /&gt;
|-&lt;br /&gt;
|4) gold||4) heavy||4) citrine||4) teardrop&lt;br /&gt;
|-&lt;br /&gt;
|5) yellow gold||5) massive||5) pale amethyst||5) pelican&lt;br /&gt;
|-&lt;br /&gt;
|6) rose gold||6) braided||6) garnet||6) cat&lt;br /&gt;
|-&lt;br /&gt;
|7) red gold||7) twisted||7) brilliant aquamarine||7) wolf&lt;br /&gt;
|-&lt;br /&gt;
|8) white gold||8) carved||8) pearl||8) fox&lt;br /&gt;
|-&lt;br /&gt;
|9) elven silver||9) narrow||9) pink tourmaline||9) swan&lt;br /&gt;
|-&lt;br /&gt;
|10) black gold||10) wide||10) tiny opal||10)unicorn&lt;br /&gt;
|-&lt;br /&gt;
|11) platinum||||11) fire opal||11) dragon&lt;br /&gt;
|-&lt;br /&gt;
|||||12) peridot||12) gryphon&lt;br /&gt;
|-&lt;br /&gt;
|||||13) black agate||13) leaf&lt;br /&gt;
|-&lt;br /&gt;
|||||14) sardonyx||14) tree&lt;br /&gt;
|-&lt;br /&gt;
|||||15) pink sapphire||15) claw&lt;br /&gt;
|-&lt;br /&gt;
|||||16) moonstone||16) sunburst&lt;br /&gt;
|-&lt;br /&gt;
|||||17) carnelian||17) moon&lt;br /&gt;
|-&lt;br /&gt;
|||||18) black diamond||18) star&lt;br /&gt;
|-&lt;br /&gt;
|||||19) blue diamond||19) rose&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn smiles and says, &amp;quot;I&#039;m a big fan of combs to hold back the hair for special styles. Now, what kind of material would you like me to use? You can pick from the following:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: {{sloot|i|haircomb set with tiny gem chips|a [adjective] [metal] [shape] haircomb set with tiny [gem] chips}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Haircombs (will change your hairstyle and show in look)&lt;br /&gt;
! Material !! Technique !! Shape !! Gem Embellishment &lt;br /&gt;
|-&lt;br /&gt;
|1) silver||1) dainty||1) pinecone||1) malachite&lt;br /&gt;
|-&lt;br /&gt;
|2) sterling||2) fragile||2) oak leaf||2) tiger&#039;s eye&lt;br /&gt;
|-&lt;br /&gt;
|3) electrum||3) lifelike||3) rooster||3) moss agate&lt;br /&gt;
|-&lt;br /&gt;
|4) gold||4) stylized||4) leopard||4) jasper&lt;br /&gt;
|-&lt;br /&gt;
|5) yellow gold||5) abstract||5) mouse||5) quartz&lt;br /&gt;
|-&lt;br /&gt;
|6) rose gold||6) carved||6) dolphin||6) carnelian&lt;br /&gt;
|-&lt;br /&gt;
|7) red gold||7) engraved||7) cat||7) ruby&lt;br /&gt;
|-&lt;br /&gt;
|8) white gold||8) etched||8) iris||8) turquoise&lt;br /&gt;
|-&lt;br /&gt;
|9) elven silver||9) repousse||9) daffodil||9) onyx&lt;br /&gt;
|-&lt;br /&gt;
|10) black gold||10) granulated||10) rose||10)diamond&lt;br /&gt;
|-&lt;br /&gt;
|11) platinum||11) embossed||11) gryphon||11) sapphire&lt;br /&gt;
|-&lt;br /&gt;
|12) tortoiseshell||||12) unicorn||12) emerald&lt;br /&gt;
|-&lt;br /&gt;
|13) ivory||||13) winged horse||13) lapis lazuli&lt;br /&gt;
|-&lt;br /&gt;
|||||14) dragon||14) jade&lt;br /&gt;
|-&lt;br /&gt;
|||||15) bumblebee||15) moonstone&lt;br /&gt;
|-&lt;br /&gt;
|||||16) dragonfly||16) amethyst&lt;br /&gt;
|-&lt;br /&gt;
|||||17) starburst||17) peridot&lt;br /&gt;
|-&lt;br /&gt;
|||||18) crescent moon||18 garnet&lt;br /&gt;
|-&lt;br /&gt;
|||||19) comet||19) citrine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adaerna Mirglyn gives a wide grin. &amp;quot;I had you pegged for someone who likes the exotic! It&#039;s good to know I haven&#039;t lost my touch. Now, what kind of gem would you like for your bindi? You can pick from the following:&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
ITEM NAME: a [cut] [gem] [shape]&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bindis&lt;br /&gt;
! Gems !! Cut !! Stone Shape &lt;br /&gt;
|-&lt;br /&gt;
|1) diamond||1) faceted||1) teardrop&lt;br /&gt;
|-&lt;br /&gt;
|2) sunrise topaz||2) cabachon||2) oval&lt;br /&gt;
|-&lt;br /&gt;
|3) emerald||3) intaglio||3) star&lt;br /&gt;
|-&lt;br /&gt;
|4) ruby||4) delicate||4) heart&lt;br /&gt;
|-&lt;br /&gt;
|5) blue sapphire||5) tiny||5) marquise&lt;br /&gt;
|-&lt;br /&gt;
|6) pink tourmaline||6) sparkling||6) solitaire&lt;br /&gt;
|-&lt;br /&gt;
|7) pyrope garnet||7) shimmering||7) flame&lt;br /&gt;
|-&lt;br /&gt;
|8) aquamarine||8) step-cut||8) moon&lt;br /&gt;
|-&lt;br /&gt;
|9) golden beryl||||9) starburst&lt;br /&gt;
|-&lt;br /&gt;
|10) pink spinel||||10) crescent&lt;br /&gt;
|-&lt;br /&gt;
|11) black pearl||||11) cat&lt;br /&gt;
|-&lt;br /&gt;
|12) fire opal||||12) dove&lt;br /&gt;
|-&lt;br /&gt;
|13) lapis lazuli||||13) rabbit&lt;br /&gt;
|-&lt;br /&gt;
|14) autumn jasper||||14) skull&lt;br /&gt;
|-&lt;br /&gt;
|15) black diamond||||15) talon&lt;br /&gt;
|-&lt;br /&gt;
|16) blue diamond||||16) fang&lt;br /&gt;
|-&lt;br /&gt;
|17) yellow diamond||||17) leaf&lt;br /&gt;
|-&lt;br /&gt;
|18) alexandrite||||18) knot&lt;br /&gt;
|-&lt;br /&gt;
|19) citrine||||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=File:Map32.gif&amp;diff=504705</id>
		<title>File:Map32.gif</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=File:Map32.gif&amp;diff=504705"/>
		<updated>2019-07-12T01:19:17Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: KRITTY4 uploaded a new version of File:Map32.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haven West Gate&lt;br /&gt;
&lt;br /&gt;
{{Ranik Map}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Recall_command&amp;diff=504697</id>
		<title>Recall command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Recall_command&amp;diff=504697"/>
		<updated>2019-07-11T22:05:21Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Herbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|RECALL}} [[page type is::command]]&#039;&#039;&#039; is the ability to remember various bits of information regarding various aspects of Elanthian lore such as famous people, holidays and the Immortals.&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s are especially adept at recalling this information and through their travels and special guild training are able to recall events that happened in the distant past.&lt;br /&gt;
&lt;br /&gt;
Also see [[Recall History]] and [[Evoke|Perceive History]] for related [[:Category:Bard Abilities|Bard abilities]]. &lt;br /&gt;
&lt;br /&gt;
Also see [[Instrument recall|a list of recalls for instruments]].&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Use==&lt;br /&gt;
Recalling information uses and teaches the {{skill|Scholarship}}. Recalls are tiered and as your skill increases you will find yourself recalling more and more information.&lt;br /&gt;
&lt;br /&gt;
A small amount of {{skill|Scholarship}} (approximately 50 ranks, though it may be higher for some players), {{stat|Charisma}} (~15) and {{stat|Intelligence}} (12) are needed to make use of any of the recalls.&lt;br /&gt;
&lt;br /&gt;
For their respective guilds as applicable, [[Bardic Mojo]], [[Devotion|Clerical Devotion]], and [[Soul State|Paladin Soul State]] make a slight difference in the skillcheck, although they will not allow bypassing of hard-coded minimums.  Having low [[Bardic Mojo]] will also prevent the [[Bard]] from using {{tt|RECALL}} in the first place.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
* {{tt|RECALL HELP}} -- Displays this information.&amp;lt;br /&amp;gt;&lt;br /&gt;
* {{tt|RECALL}} &#039;&#039;&amp;lt;critter|npc|person|item&amp;gt;&#039;&#039;&lt;br /&gt;
:The above options -may- provide special insights depending on guild and {{skill|Scholarship}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* {{tt|recall area}} -- Attempts to tell if there are location based recalls nearby. Will not track through portals.&lt;br /&gt;
* {{tt|RECALL CARAVAN}}:&lt;br /&gt;
: Traders can use this in an attempt to remember where a Caravan is parked. The results can vary based on both the recall ability of the trader and the distance from the caravan.&lt;br /&gt;
: Recall Caravan is simply a tool for traders who may have left a caravan briefly to attend other matters and forgot where they left it. &lt;br /&gt;
: &#039;&#039;Note: This is &#039;&#039;&#039;not&#039;&#039;&#039; part of the main Recall system, and does not award experience as a result, nor is it likely to. The verb recall was used simply because it made the most sense.&#039;&#039;&lt;br /&gt;
* {{tt|RECALL FAMOUS}} &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; -- Tries to recall information about &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;.&lt;br /&gt;
* {{tt|Recall HEAVENS}} &#039;&#039;&amp;lt; celestial object&amp;gt;&#039;&#039; -- Recalls what prophetic areas a heavenly body holds sway over.&lt;br /&gt;
* {{tt|Recall HEAVENS}} [[Grazhir]] -- Recalls the Names of Grazhir shards you&#039;ve learned.&lt;br /&gt;
* {{tt|RECALL HERB}} -- Lists common healing herbs.&lt;br /&gt;
* {{tt|RECALL HERB}} (&#039;&#039;&amp;lt;herb/wound&amp;gt;&#039;&#039;):&lt;br /&gt;
: If an herb name is specified, displays information on given herb.&lt;br /&gt;
: If a wound is specified, displays appropriate herb(s) for that wound.&lt;br /&gt;
: Wound options include internal or external, all body parts, and scars.&lt;br /&gt;
: Examples: back scars, internal head, exterior scars, neck &lt;br /&gt;
* {{tt|RECALL HISTORY}} -- Makes an attempt to see what you know about this area.&lt;br /&gt;
* {{tt|RECALL HOLIDAY}} -- Tries to recall the current and next holiday.&lt;br /&gt;
* {{tt|RECALL HOLIDAY}} &#039;&#039;&amp;lt;holiday name&amp;gt;&#039;&#039; -- It will give specific information on that day.&lt;br /&gt;
* {{tt|RECALL HOLIDAY LIST}} -- Will list the more common holidays.&lt;br /&gt;
* {{tt|RECALL IMMORTAL}} &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039; -- Tries to recall information about &#039;&#039;&amp;lt;name&amp;gt;&#039;&#039;.&lt;br /&gt;
* {{tt|RECALL MOUNT}} -- Recalls facts about any mounts you may own.&lt;br /&gt;
* {{tt|RECALL NEXUS}} -- Recalls common Nexus gathering points.&lt;br /&gt;
* {{tt|RECALL WARRANT}} -- Recalls any outstanding warrants you may have.&lt;br /&gt;
&lt;br /&gt;
==Recall Types==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
All guilds may attempt to {{tt|RECALL}} &#039;&#039;&amp;lt;critter&amp;gt;&#039;&#039;.  Various information can be gained depending on {{Skill|Scholarship}} and the type of critter.  The creature must be in the same room as you for this to work.&lt;br /&gt;
*Certain creatures have descriptive information:&lt;br /&gt;
:*[[Black Ape]]&lt;br /&gt;
:*[[Black Goblin]]&lt;br /&gt;
:*[[Black Marble Gargoyle]]&lt;br /&gt;
:*[[Cave Troll]]&lt;br /&gt;
:*[[Faenrae Chanter]]&lt;br /&gt;
:*[[Field Goblin]]&lt;br /&gt;
:*[[Ghoul Crow]]&lt;br /&gt;
:*[[Goblin Shaman]]&lt;br /&gt;
:*[[Goblin Zombie]]&lt;br /&gt;
:*[[Icy Blue Ghast]]&lt;br /&gt;
:*[[Mountain Giant]]&lt;br /&gt;
:*[[Pirate]]&lt;br /&gt;
:*[[Rotting Deadwood Dryad]]&lt;br /&gt;
:*[[Snow Goblin]]&lt;br /&gt;
:*[[Spriggan]]&lt;br /&gt;
:*[[Wildland Goblin]]&lt;br /&gt;
*You can tell which magic a creature uses.  From easiest to hardest to determine:&lt;br /&gt;
:*Spells that belong to your guild&#039;s spellbooks&lt;br /&gt;
:*Spells that are of your mana type, but not your guild&#039;s spellbooks&lt;br /&gt;
:*Spells that are not of your mana type&lt;br /&gt;
*You can determine if a creature carries boxes.&lt;br /&gt;
&lt;br /&gt;
The timer on learning between successive recall &amp;lt;critters&amp;gt; is 1500s (25min).&lt;br /&gt;
The timer _only_ resets if you gain exp. So it&#039;s fine to fire the command early and if you don&#039;t gain exp, just fire it again.&lt;br /&gt;
&lt;br /&gt;
=== Famous ===&lt;br /&gt;
[[Bard]]s can recall details about famous figures or groups in [[Elanthia]]&#039;s history.&amp;lt;ref&amp;gt;[[Post:Recall_Famous_-_8/7/2005_-_12:30:00]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each listing is broken down into several cumulative tiers of information based on {{skill|Scholarship}}.&lt;br /&gt;
*[[Amfitro]], [[Andraethu]], [[Arhat]], [[Arinni]]&lt;br /&gt;
*[[Bembo]], [[Braushocra]], [[Byron]]&lt;br /&gt;
*[[Corik]]&lt;br /&gt;
*[[Daralaendra]] ,[[Darkensi]], [[Dunshade]]&lt;br /&gt;
*[[Emuin]]&lt;br /&gt;
*[[Glacis]], [[Grell]], [[Grishnok]]&lt;br /&gt;
*[[Theren#Jeladric_Theren_IV|Jeladric Theren]]&lt;br /&gt;
*[[Kukalakai]]&lt;br /&gt;
*[[Lanival]], [[Lasarhhtha]]&lt;br /&gt;
*[[Mibgluc]], [[Morganae]]&lt;br /&gt;
*[[Nissa]]&lt;br /&gt;
*[[Octa]], [[Ocular]]&lt;br /&gt;
*[[Prayk]]&lt;br /&gt;
*[[Ragge]], [[Ralel]]&lt;br /&gt;
*[[Sadiaer]], [[Sidhlot]], [[Sirolarn]], [[Siryn]], [[Sorrow]]&lt;br /&gt;
*[[Tatia]], [[Teiro]], [[Tenebraus]], [[Tezirah]], [[Trimbolt]], [[Twando]]&lt;br /&gt;
*[[Vorclaf]]&lt;br /&gt;
*[[Woolly]], [[World Dragon]], [[Wren]]&lt;br /&gt;
*[[Yabul]]&lt;br /&gt;
&lt;br /&gt;
=== Herbs ===&lt;br /&gt;
[[Ranger]]s, [[guild association is::Empath]]s, [[Bard]]s, and [[Necromancer]]s recall some basic information about various [[Healing Herbs|herb]]s in Elanthia.  With a few exceptions, this will only give information about herbs that are foragable.  More specifically, it includes only those herbs listed in the generic RECALL HERB.  [[Rangers]] have the easiest skillchecks, while [[Bards]] have the hardest.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
:* RECALL HERB - Lists common healing herbs&lt;br /&gt;
:* RECALL HERB &amp;lt;herb&amp;gt; - Gives the body part the herb heals and the general type of areas where the herb can be found.&lt;br /&gt;
:* RECALL HERB &amp;lt;wound&amp;gt; - Lists the herb(s) that will heal that body part as well as the general type of areas where the herb(s) can be found.  Valid wound options are:&lt;br /&gt;
::* any specific body part, torso or limbs&lt;br /&gt;
::* internal, external&lt;br /&gt;
::* scars&lt;br /&gt;
::* any combination of the above options with at most one from each category&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
[[Bard|Bards]] can recall the history in various locations around [[Elanthia]].  Details about how to use the ability can be found [[Recall_History|here]].&lt;br /&gt;
&lt;br /&gt;
=== Holiday ===&lt;br /&gt;
Elanthian Holidays can be recalled by [[Bard]]s, [[guild association is::Cleric]]s, or [[guild association is::Trader]]s. &lt;br /&gt;
*There are four categories of holidays, and each of the three Guilds may find some of them easier to remember than others.&amp;lt;ref&amp;gt;[[Post:Recall_Holiday_-_3/7/2006_-_10:27:08]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*This ability has a 5 minute learning timer.&lt;br /&gt;
There are three ways to use this ability:&lt;br /&gt;
*{{tt|RECALL HOLIDAY LIST}} provides a list of all holidays that may be recalled.&lt;br /&gt;
*{{tt|RECALL HOLIDAY}} on its own lists several pieces of information:&lt;br /&gt;
:*The current holiday and the day it starts.&lt;br /&gt;
:*The next holy week and the day it starts.&lt;br /&gt;
:*The next secular holiday and the day it starts.&lt;br /&gt;
*{{tt|RECALL HOLIDAY &amp;lt;holiday&amp;gt;}} provides specific details about the holiday selected.  In order from easiest to hardest to recall this is:&lt;br /&gt;
:*What category of holiday it is: i.e. holy week, minor holiday, etc.&lt;br /&gt;
:*The day it begins and how many days it lasts.&lt;br /&gt;
:*Details about the holiday itself such as its origins, common practices, or history.  This section is broken into different tiers of difficulty so a skilled character may recall more details than a less skilled one.&lt;br /&gt;
&lt;br /&gt;
Holy Weeks:&lt;br /&gt;
*[[Chadatru holiday|Chadatru]], [[Divyaush holiday|Divyaush]], [[Eluned holiday|Eluned]], [[Everild holiday|Everild]], [[Faenella holiday|Faenella]], [[Glythtide holiday|Glythtide]], [[Hav&#039;roth holiday|Hav&#039;roth]], [[Hodierna holiday|Hodierna]], [[Kertigen holiday|Kertigen]], [[Tamsine holiday|Tamsine]], [[Truffenyi holiday|Truffenyi]]&lt;br /&gt;
&lt;br /&gt;
Major Holidays:&lt;br /&gt;
*[[Anlandu]], [[Blufandu]], [[Jeolandu]], [[Lormandu]], [[Shosandu]], &lt;br /&gt;
&lt;br /&gt;
Minor/Secular Holidays:&lt;br /&gt;
*[[Aesthene&#039;s Close holiday|Aesthene&#039;s Close]], [[Day of Mourning]], [[Aurilae&#039;s Sacrifice]], [[Sicle Grove holiday|Sicle Grove]], [[Surmirae Anladorlo]]&lt;br /&gt;
&lt;br /&gt;
=== Immortal ===&lt;br /&gt;
Immortals can be {{tt|Recall}}ed by a [[Bard]], [[Cleric]], or [[Paladin]].&amp;lt;ref&amp;gt;[[Post:Recall_Immortal_-_8/7/2005_-_12:40:09]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Cleric]]s have the easiest skill checks while [[Bard]]s have the hardest.&lt;br /&gt;
*Only the [[Thirteen]] and their aspects can be recalled at this time.  [[:Category:Immortals#Other Immortals|Other pantheons]] cannot.  The [[World Dragon]] may be recalled as a [[Recall#Famous|Famous]] historical figure.&lt;br /&gt;
*As you become more skilled, you gain more information about the immortal.&lt;br /&gt;
*The information recalled is cumulative and from easiest to hardest is:&lt;br /&gt;
:*The god&#039;s animal symbol.&lt;br /&gt;
:*The other two aspects of the god.  For example, recalling [[Albreda]] will list [[Tamsine]] and [[Harawep]] as her other aspects.&lt;br /&gt;
:*General information about the god&#039;s sphere of influence and worship practices.  This information is broken down into several tiers of difficulty, so not all information may be available if you lack the skill.&lt;br /&gt;
*The experience timer on Recall Immortal is 6 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
For most guilds and items this is simply fluff messaging.  &lt;br /&gt;
:&#039;&#039;E.g. You suddenly remember the location of your &amp;lt;item&amp;gt;.&#039;&#039;&lt;br /&gt;
[[Bard|Bards]] can recall certain items while holding them to get additional information.&lt;br /&gt;
:*All instruments have a detailed physical description, details on how it is played, or even its cultural significance, although not all instruments have all of these.&lt;br /&gt;
:* [[Neithrel bands]]&lt;br /&gt;
:* {{ilink|i|Ashcloak sewn heavily with misshapen shards of scarlet rhodochrosite}}&lt;br /&gt;
&lt;br /&gt;
=== Nexus ===&lt;br /&gt;
No one really understands the forces behind a [[Nexus point]], be they divine or otherwise, but over time such points have become common gathering points for trade, services, learning and more.  From an academic standpoint, it should be noted that Nexus points are a separate and unique entity from the Bardic Nexus enchante.  While the enchante also has beneficial effects to those nearby and excels with additional support from others, the benefits conveyed are quite different.&lt;br /&gt;
&lt;br /&gt;
Little formal research has been done into the matter, as most simply accept these regions without question in much the same way as breathing -- it simply happens without thought or notice.  Some researchers have noted groups performing ritual sacrifices at Nexus points.  Scholars believe these rituals simply bring together like-minded individuals who benefit from the company of one another.  Members of the clergy, however, believe these sites to be touched by the divine because of the offerings made and the benefits bestowed.&lt;br /&gt;
&lt;br /&gt;
Whatever the reason, many of the identified Nexus points have proven to be pivotal locations in conflicts, celebrations, miracles, trade and other important events throughout recorded history.  Whether outside forces truly act upon the areas or these events are simply coincidence, the beneficial effects of gathering at a Nexus have been clearly noted.&lt;br /&gt;
&lt;br /&gt;
[To see a list of established Nexus points, please see {{tt|RECALL NEXUS LIST}}.]&lt;br /&gt;
&lt;br /&gt;
=== Warrants ===&lt;br /&gt;
Based on circle, it will notify a character if they have an active warrant, and will provide more information at higher circles.&lt;br /&gt;
&lt;br /&gt;
Circle (0-19) are told if they have a warrant or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle (20-49) are told if they have a warrant or not, and where it is.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle (50-99) are told if they have a warrant or not, where it is, and what the crime is.&amp;lt;br /&amp;gt;&lt;br /&gt;
Circle 100+ are told if they have a warrant or not, where it is, what the crime is, and what the fine is.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Timers and Learning==&lt;br /&gt;
*Recall teaches {{Skill|Scholarship}} if the topic being recalled is a challenge.&lt;br /&gt;
*Recalling the general categories of Holiday, Immortal, Famous, Herb, Item and Creature all have separate timers, although they behave similarly:&lt;br /&gt;
:*Recalls in the same category that are done before the timer is up teach progressively less and less {{Skill|Scholarship}}.&lt;br /&gt;
:*You can recall the same category up to 10 times before you will gain no more experience until the timer expires.&lt;br /&gt;
:*You can recall the same topic 10 time or 10 different topics and, if the difficultly of the topic is the same, you will learn the same amount.&lt;br /&gt;
:*The timer is fully reset for a given category every time you recall something from it.&lt;br /&gt;
*Recall History behaves in a similar manner except that each history location has a separate timer.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Notes==&lt;br /&gt;
*In some cases, there is no difference between the message for failing the scholarship skill check and the message indicating there is nothing to recall.&lt;br /&gt;
*For example, getting the message, &#039;&#039;&amp;quot;You give a &amp;lt;critter&amp;gt; a look of sudden recognition.&amp;quot;&#039;&#039; when trying to {{tt|RECALL &amp;lt;critter&amp;gt;}} could mean one of two things:&lt;br /&gt;
:*there is something that you can recall on the critter but you failed the check due to lack of skill, or...&lt;br /&gt;
:*there is nothing that you can recall at all for that critter.&lt;br /&gt;
*Recall was originally a Bard only ability.  When expanded to include other guilds a caveat was put in place requiring that Bards have access to every recall, although they don&#039;t necessarily have to be the best at it.&amp;lt;ref&amp;gt;[[Post:Recall 2.0 - 11/21/2007 - 01:28:20]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{RefAl|r=y}}&lt;br /&gt;
{{cat|Commands,Bard abilities}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=504696</id>
		<title>Forging guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=504696"/>
		<updated>2019-07-11T19:39:19Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Smelting and Refining Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
For those that don&#039;t know the difference between nuggets, bars, fragments, lumps, ingots or rocks of any size.&lt;br /&gt;
&lt;br /&gt;
{{tt|DIR FORGING SOCIETY}} will get you to the Forging Society building in the Crossing or in Riverhaven. In the society&#039;s room descriptions you will see bookstore, tools, supplies (all in different rooms); use {{tt|ORDER}} when you see these rooms.&lt;br /&gt;
&lt;br /&gt;
The forging craft consists of 3 disciplines: Blacksmithing, Weaponsmithing, and Armorsmithing. &lt;br /&gt;
&lt;br /&gt;
==Required Tools, Instructions, and Materials==&lt;br /&gt;
&lt;br /&gt;
The bookstore room is where you buy a book of instructions. The apprentice book is cheapest and will get you to 200 ranks. You will then need to upgrade to a journeyman book which costs 15 plat. The journeyman book will train to 700 ranks. Note those skill levels are based on having no techniques in the three craft areas. The more techniques you get, the quicker you have to move up to a more expensive book. So buy the apprentice blacksmithing book first. If you want to later you can get the apprentice weaponsmithing book and the apprentice armorsmithing book. To start with I will show you how to smelt and refine and then how to make things in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
All forging crafts require the following tools:&lt;br /&gt;
&lt;br /&gt;
* [[Bellows]]&lt;br /&gt;
* [[Forging hammer]]&lt;br /&gt;
* [[Forging oil]]&lt;br /&gt;
* [[Shovel]]&lt;br /&gt;
* [[Tongs]]&lt;br /&gt;
&lt;br /&gt;
Additional tools may be necessary for some tasks and will be noted:&lt;br /&gt;
* [[Aerated salts]]: Used to repair crucibles.&lt;br /&gt;
* [[Borax flux]]: Used in metal refining.&lt;br /&gt;
* [[Pliers]]: Used for crafting, lightening, and reinforcing metal armor and shields.&lt;br /&gt;
* [[Stirring rod]]: Used to smelt and refine metal ingots in a crucible.&lt;br /&gt;
* [[Wire brush]]: Used for metal item repair, as well balancing and honing weapons.&lt;br /&gt;
&lt;br /&gt;
All of these tools are available at the Forging Society, such as in the eastern room of the Crossing Forging Society. Use {{tt|ORDER}} to see a list and to place an order. Player made versions of many of these can be found at the shops in the Plaza, and are of higher quality. In addition, rarely there are some higher quality tools sold at festival shops.&lt;br /&gt;
&lt;br /&gt;
Last note about tools: brushes, flux, and oil have limited usage. They do run out, and you have to buy more. The salts get used up the moment you use them. {{tt|COUNT MY BRUSH}} will show you how many uses are left, same for oil or flux.&lt;br /&gt;
&lt;br /&gt;
Lastly, nuggets and ingots of material can also be purchased from the Society using {{tt|order}} in the right area. Other sources of material include [[Random creature drop|creature drops]], [[Locksmithing skill|boxes]] and [[mining]].&lt;br /&gt;
&lt;br /&gt;
==Smelting and Refining Walkthrough==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please do not choose any techniques yet and do NOT choose a hobby or a career yet. While techniques can be unlearned (at considerate expense), career and hobby choices are permanent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first goal is to get a basic set of tools from the Forging Society&#039;s equipment room using {{com|order}} and {{com|order}} {{tt|&amp;lt;#&amp;gt;}}. In the Crossing, this is located on the east side. Purchase a stirring rod, a shovel, and a set of bellows.&lt;br /&gt;
&lt;br /&gt;
Your second goal is to do something basic to train some forging. In the supplies room, if you type {{tt|ORDER}}, you will see items you can purchase. Order a huge bronze for 562 copper Kronars, this will yield 5 volume of bronze.&lt;br /&gt;
&lt;br /&gt;
Explore the rooms in the building and {{tt|TAP CRUCIBLE}}, {{tt|TAP ANVIL}}, {{tt|TAP FORGE}} and you will gradually see how things are arranged. In the Crossing Forging Society, there are four crucibles on the west side of the building. As only one person can use a crucible at a time, find a room that is empty or wait for one to become empty. Use common courtesy, if a room is occupied by someone try another room or wait for it to become empty before attempting to use the tools there.&lt;br /&gt;
&lt;br /&gt;
Next we will cover the manual steps for smelting and then refining any metal into an ingot usable for forging.&lt;br /&gt;
&lt;br /&gt;
===Smelting Metal===&lt;br /&gt;
&lt;br /&gt;
Smelting is simply the process of melting down the metal and forming it into an ingot. It is the starting point not only for blacksmithing items, but also for training weaponsmithing and armorsmithing. For now, this process teaches Forging up to about 75 ranks with standard metals.&lt;br /&gt;
&lt;br /&gt;
Begin by placing your bronze ingot into the crucible using {{com|PUT}} {{tt|MY INGOT IN CRUCIBLE}}. A crucible can hold up to 22 ingots/nuggets/etc or up to 210 volume, whichever comes first. In addition, it cannot hold more than eight different metal types.&lt;br /&gt;
&lt;br /&gt;
With your stirring rod in hand, {{com|STIR}} {{tt|CRUCIBLE WITH MY ROD}} (you can use {{com|mix}} instead of {{com|stir}} as well), until a problem occurs. You can get a number of messages such as stirring works perfectly, but eventually you will receive one of the following messages:&lt;br /&gt;
&lt;br /&gt;
*If the metal starts forming lumps or cooling in places, {{com|TURN}} {{tt|CRUCIBLE WITH MY ROD}}.&lt;br /&gt;
*If the fire is unable to consume its fuel, hold a set of bellows and {{com|PUSH}} {{tt|MY BELLOWS}}.&lt;br /&gt;
*If the fire runs out of fuel, hold a shovel and {{com|PUSH}} {{tt|FUEL WITH MY SHOVEL}}.&lt;br /&gt;
&lt;br /&gt;
Once you have fixed the problem, return to {{com|STIR}}ring until either another problem occurs or the ingot is poured out.&lt;br /&gt;
&lt;br /&gt;
The basic theme is to keep stirring until you complete the product and have a cooled ingot in hand. This process is made easier by the [[Blacksmithing_techniques#Basic_Metal_Smelting|Basic Metal Smelting]] technique, though it is not required.&lt;br /&gt;
&lt;br /&gt;
===Refining Metal===&lt;br /&gt;
&lt;br /&gt;
The only difference between refining and smelting is that you {{com|POUR}} {{tt|MY FLUX INTO CRUCIBLE}} to start the process. From that point forward, either deal with a problem or stir the crucible with your rod just like you were smelting an ingot. Refining only works on a single ingot.&lt;br /&gt;
&lt;br /&gt;
The purpose of refining is to raise the quality (sometimes called purity) of the metal, but has the side effect of reducing the volume by 50%. If you possess the Proficient Refining Technique, the reduction is instead 20% or less (see [[#Refining|Advanced Refining]] for a more thorough discussion).&lt;br /&gt;
&lt;br /&gt;
The higher quality of an ingot, the easier it is (less skill needed) to masterfully-craft an item with it. Generally, if a metal ingot is not at least 70 quality, you cannot create a masterfully-crafted item from it. There are three techniques you can get that allow you to better work with non 99 quality ingots in each Forging discipline ([[Blacksmithing_techniques#Master_Metallurgy|Master Metallurgy]], [[Armorsmithing_techniques#Miscellaneous|Armorcraft Metallurgy]], and [[Weaponsmithing_Techniques#Weaponcraft|Weaponcraft Metallurgy]]).&lt;br /&gt;
&lt;br /&gt;
==Crafting Deeds==&lt;br /&gt;
At this point you may wish to stop. You don&#039;t want to carry around a huge chunk of metal all day. This is where deeds and deed registers come in.&lt;br /&gt;
&lt;br /&gt;
First, you will need a deed packet. This packet is found in the room where you purchased your metal from. Use {{tt|order}} and you will see they are numbers 13, 14, 15. The small packet has 10 forms, the packet has 50, and the large packet has 100. For now get the small deed packet that is number 13.&lt;br /&gt;
&lt;br /&gt;
Secondly, look for a clerk in the building. In the Crossing Forging Society building he is in the eastern section by the crate. {{tt|Ask clerk for register}}. He will give you a register that you can put deeds in (up to 50). Note you can only have one deed register, asking for a second just gives you a copy of the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not do the following, unless you are ready to stop, as it takes ten minutes for deeds to become redeemable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deed packet works so that if you have your ingot in one hand and the packet in the other and use {{tt|PUSH MY INGOT WITH MY PACKET}}, then you have deeded the ingot. Then put the packet away and get the register out.&lt;br /&gt;
&lt;br /&gt;
To then store the deed, {{tt|turn register to page}} &#039;&#039;&amp;lt;#&amp;gt;&#039;&#039; to set the register to the page you wish to store it on, and {{tt|PUT DEED IN MY REGISTER}}. You can also {{tt|turn register to contents}} then {{tt|READ MY REGISTER}} to see what you have. To get the deed out of the register, you {{tt|TURN REGISTER to}} the right page number, then {{tt|tap}}/{{tt|PULL MY REGISTER}}. This will put the deed in your hand. Put the register away. Then {{tt|TAP MY DEED}}, and you should have an ingot in your hand ready to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point you can read about advanced smelting and refining or continue on to the [[#Forging Walkthrough|Forging Walkthrough]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Smelting and Refining==&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
Smelting doesn&#039;t just involve collecting the same ingot types into a larger ingot. It also allows combining of different metals. When smelting multiple items, there are a couple important things to know. These are as follows:&lt;br /&gt;
&lt;br /&gt;
{{tt|COUNT CRUCIBLE}} can be used to see the materials inside the crucible in a more coherent manner.&lt;br /&gt;
&lt;br /&gt;
There are metals which can only be formed from the combination of metals. We&#039;ve already encountered bronze, which is a 1:4 mixture of tin to copper, but there are several others, including steel. When a mixture of several metals is mixed, before any other actions occur, these combination metals will attempt to form. Brass (zinc and copper) will take precedence over bronze, and bronze will take precedence over pewter (tin and lead), if multiple alloys are possible. Steel will not form if anything other than iron and charcoal is in the crucible. Once a combination material is made, it cannot be directly altered. For example, mixing low carbon steel (1 coal to 1 iron) with coal will never change it to high carbon steel (3 coal to 1 iron) or even medium carbon steel (2 coal to 1 iron).&lt;br /&gt;
&lt;br /&gt;
Once that has finished, the stats of the resulting metal will be affected depending on which of two ways the metals combine.&lt;br /&gt;
&lt;br /&gt;
If there is one component that composes 67% of the volume or more, then the base stats will be of that material, and the remaining material will only affect the density. Otherwise, stats will be in the form of [(&amp;lt;material 1 stat&amp;gt; * &amp;lt;material 1 volume&amp;gt;)+(&amp;lt;material 2 stat&amp;gt; * &amp;lt;material 2 volume&amp;gt; )+......+(&amp;lt;material 8 stat&amp;gt; * &amp;lt;material 8 volume&amp;gt;)] / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
Previously, we said that refining will cost either half or 20% of the volume of the material. In truth, it&#039;s better to say that you will lose either 1 out of 2 or fraction of 2, or 1 out of 5 or fraction of 5. For example, if you have 5 volumes and the technique, you&#039;ll lose 1 volume, but if you have 6 volumes and the technique you&#039;ll lose 2 volumes, since that sixth volume is part of another five.&lt;br /&gt;
&lt;br /&gt;
The quality of the metal is very important. If you have a high quality metal you tend to lose a lot less of the metal in the refining process. The table below shows the results.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ How Purity Affect the Volume Lost&lt;br /&gt;
|-&lt;br /&gt;
!Starting Quality!!Amount Lost&amp;lt;br /&amp;gt;Without Technique!!Amount Lost&amp;lt;br /&amp;gt;With Technique&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;71||?||20%&lt;br /&gt;
|-&lt;br /&gt;
|71-80||?||12%&lt;br /&gt;
|-&lt;br /&gt;
|81-90||?||8%&lt;br /&gt;
|-&lt;br /&gt;
|91+||?||5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does this mean? It means the closer to having 99 quality metal, the less metal you lose.&lt;br /&gt;
&lt;br /&gt;
===Reclaiming Metal===&lt;br /&gt;
&lt;br /&gt;
Reclaiming is simply the act of melting down a finished product that either you or someone else has forged. Note that only fully finished items can be reclaimed, and the resulting volume will be reduced in the same way as refining, either 1 out of 2 or 1 out of 5. The process is made easier by knowledge of the Expert Metal Reclamation Technique.&lt;br /&gt;
&lt;br /&gt;
==Forging Walkthrough==&lt;br /&gt;
&lt;br /&gt;
The basic processes of forging work the same in blacksmithing as it does in weaponsmithing or armorsmithing. The only difference is most items in armorsmithing take a great deal of volume to make, and you might have to add a part to the item, like a short pole, long pole, handle, hilt, etc.&lt;br /&gt;
&lt;br /&gt;
===General Tips and Advice===&lt;br /&gt;
&lt;br /&gt;
* If at any time you aren&#039;t sure what to do next, try to {{com|analyze}} the item you are forging. It can also be used to determine certain basic properties of a crafted item. How much you learn about the item through analyzing is dependent on your [[Forging skill]] and known techniques such as Master Metallurgy.&lt;br /&gt;
* For more specific information about an item, {{com|appraise}} {{tt|&amp;lt;item&amp;gt; carefully}} to learn you how its inherent properties compare on the [[Trader&#039;s Scale]] (this requires sufficient [[Appraisal skill]]).&lt;br /&gt;
&lt;br /&gt;
===Forging Items===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s continue on with the process of making something from the metal you refined.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve purchased a blacksmithing book from the book store (remember to use {{tt|order}}). In addition, beyond the tools needed for smelting, you will need a set of tongs, a forging hammer (usually a something-peen hammer), and some crafting oil.&lt;br /&gt;
&lt;br /&gt;
When you open the blacksmithing book, {{tt|TURN BLACKSMITHING BOOK TO INDEX}} and you will find at least six chapters. Each chapter is dedicated to specific tools and items. Chapter 1 is Smelting and Other Knowledge which will repeat much of what was learned in the smelting walkthrough, chapter 2 is Forging Tools, chapter 3 is Engineering Tools, chapter 4 is Outfitting Tools, chapter 5 is Alchemy Tools, and chapter 6 is Forged Item Design.&lt;br /&gt;
&lt;br /&gt;
At 0 skill up through around 25 ranks, about all you can do are items that are extremely easy in difficulty. Right now the only extremely easy items to make are in chapter 6. They are the shallow cup and the slender rod. So {{tt|TURN BLACKSMITHING BOOK TO CHAPTER 6}} and {{tt|READ MY BOOK}}, which will show you the chapter index. Then {{tt|TURN BLACKSMITHING BOOK TO PAGE}} &#039;&#039;&amp;lt;whatever the cup is on&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When ever something changes in forging items or there is a game crash, the page numbers change, so you always have to check the chapter and find what page the item you want to make is on. Do not try to just guess or you may end up making the wrong item.&lt;br /&gt;
&lt;br /&gt;
When you read the book, it tells you a variety of useful information, such as how much metal is required, which techniques covers the item, and any additional pieces besides metal that are needed.&lt;br /&gt;
&lt;br /&gt;
For your first item to make you&#039;re going to forge your bronze ingot into a shallow bronze cup. The cup takes 1 volume of the metal ingot to make so your 2 or even 4 volume ingot is big enough to make at least 2 to 4 cups.&lt;br /&gt;
&lt;br /&gt;
Keep in mind bronze is a heavy metal. The weight is about 6 stones per volume, which is known as it&#039;s density. That means the 1 volume cup will weigh in right at 6 stones. Check the [[:Category:Crafting materials#Common Metals 2|crafting materials document]], and you will see the density of bronze is 6.2. That means if you used 5 volume to make an item, it would weight in at 5 times 6.2 or 31 stones, which is pretty heavy. But bronze also happens to be really easy to work (workability of 70, in a system where higher numbers are easier to work). So for this cup we are trading weight for workability. You want to actually make a decent cup here so we use a heavy bronze.&lt;br /&gt;
&lt;br /&gt;
In the Forging Society buildings, the anvil and forge are usually in a different room from where the crucible is located. In the Crossing, the crucibles are on the west side of the building, and the anvils are beyond arches in the south end of the building. What I did is went through each room and did {{tt|TAP ANVIL}} until I got used to where they were in the different Forging Society buildings. Find an anvil where no one is in the room, and you can begin the shaping process.&lt;br /&gt;
&lt;br /&gt;
# {{tt|PUT MY INGOT ON ANVIL}}.&lt;br /&gt;
# Get the blacksmithing book out. It should already be turned to the right page; if not {{tt|TURN}} it to the right page. Then {{tt|STUDY MY BOOK}}. That will study the book in order to make the shallow cup. Then put the blacksmithing book back in your container.&lt;br /&gt;
# Then get your forging hammer out (usually a diagonal-peen hammer or ball-peen hammer) and your tongs.&lt;br /&gt;
# {{tt|POUND INGOT WITH HAMMER}}. This step will start the process off and if your ingot is too big the remaining part of it will be put in your main {{com|stow}} container.&lt;br /&gt;
# Step four can produce a problem message, and each step after can produce a problem message. The messages, along with what you need to do if that message happens, are:&lt;br /&gt;
:*The fire is unable to consume its fuel - if this happens get out your bellows and {{tt|PUSH MY BELLOWS}}. Then put the bellows up, get your tongs, and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The fire runs out of fuel - Get shovel and {{tt|PUSH FUEL WITH SHOVEL}}, then put the shovel up and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The item needs straightening or detailing - {{tt|TURN CUP WITH TONGS}} then continue to {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
# When the item is finished being shaped {{tt|PUSH TUB}} which will cool it.&lt;br /&gt;
## At this point, some items require additional pieces, such as a handle for a shovel, or a hilt for a sword, and it will tell you. All of these items can be purchased from the crate in the room where you purchased your tools. To combine a piece with its component, use {{tt|ASSEMBLE}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|WITH}} &#039;&#039;&amp;lt;component&amp;gt;&#039;&#039;.&lt;br /&gt;
# The final step is to {{tt|POUR OIL ON CUP}} to finish it off. Thus you will have completed your shallow bronze cup.&lt;br /&gt;
&lt;br /&gt;
Each item in the book is created the same way. The difference is you can only do the ones you have the skill for or in some cases the one just above that level. Please don&#039;t try to start out with steel on your first item; you won&#039;t have the skill to create an item masterfully with steel yet.&lt;br /&gt;
&lt;br /&gt;
===Forging Differences for Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Weapons have an additional step once the hilt or other pieces are combined, and that is grinding. To do this, find a grindstone inside the society, in the Crossing society they are north and south of the clerk, and in the Riverhaven society they are in the same room as your anvil.&lt;br /&gt;
&lt;br /&gt;
To use a grind stone, first {{tt|turn grindstone}} until it is going fast, then {{tt|push grindstone with}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;. After that, pour the oil on as with the blacksmithing items, and you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
For armor, you will need to purchase a set of pliers. Rather than using a grindstone, the various pieces of armor must be woven together by using {{tt|pull}} &#039;&#039;&amp;lt;armor&amp;gt;&#039;&#039; {{tt|with my pliers}}. This may take multiple steps of pulling, each with a variety of messaging, but continue to pull. In addition, during these pulls, you may need to {{tt|assemble}} additional pieces, but this is normal.&lt;br /&gt;
&lt;br /&gt;
At this point you&#039;ve completed all the basic steps you will need to do workorders. The following sections are more advanced subjects and specialist processes.&lt;br /&gt;
&lt;br /&gt;
==Advanced Forging==&lt;br /&gt;
&lt;br /&gt;
This section is for those who have mastered basic forging and smelting and want more information on advanced topics.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
Tempering is the act of reheating a metal item in such a way as that it becomes more durable. This is unlike standard forging in several ways, both conceptual and practical. First, it &#039;&#039;&#039;requires&#039;&#039;&#039; that a specific technique is known or else it cannot be done at any amount of skill. While blacksmithing only has one tempering technique, both armorsmithing and weaponsmithing have two tempering techniques, one which covers normal every-day metals, and one that covers the high end rare metals.&lt;br /&gt;
&lt;br /&gt;
Tempering is immensely useful, especially when making things from fragile materials, but it is absolutely NOT necessary when doing work orders.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll use blacksmithing as an example of how to temper, but the steps are mostly the same for all three disciplines. Please note to get Tool Tempering you need to already know the following techniques in blacksmithing: Basic Metal Smelting, Basic Tool Repair, and Advanced Tool Repair.&lt;br /&gt;
&lt;br /&gt;
# Find an empty room with an anvil, since forges are always found in the same rooms as anvils.&lt;br /&gt;
# First get tongs, make sure you have the item to temper.&lt;br /&gt;
# {{tt|Put}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge}} twice to start the process.&lt;br /&gt;
# {{tt|Turn}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge with my tongs}}.&lt;br /&gt;
: Each time you turn the item with the tongs, you may get one of a number of problem messages that require action to resolve. If you don&#039;t get one of these messages you continue to {{tt|TURN CUP WITH MY TONGS}}. These messages are as follows and how to respond to them.&lt;br /&gt;
* As you finish the fire flickers and is unable to consume its fuel: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* As you finish working the fire dims and produces less heat from ..: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and needs more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and appears to need some more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* needs to be cleaned of the clay by pouring oil on it: See below.&lt;br /&gt;
* metal looks to be in need of some oil to preserve: This is the final step, so pick up the item, get the oil, and {{tt|POUR OIL ON MY}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Advanced Weaponsmithing===&lt;br /&gt;
====Honing Weapons====&lt;br /&gt;
&lt;br /&gt;
Honing requires a grindstone, a wire brush, and some oil.&lt;br /&gt;
&lt;br /&gt;
Honing a finished weapon will reduce its weight by 8% (round up), but will not drop the weapon down below its 3-density equivalent, or by more than five stones. This means if your weapon is already at 3 stones per volume there is not much reason to hone it. For each stone of weight removed, one point of impact is lost (point, not category).&lt;br /&gt;
&lt;br /&gt;
# Begin by {{tt|STUDY}}ing the appropriate page in your weaponsmithing book (chapter 10 and the metal weapon honing page).&lt;br /&gt;
# Next {{tt|TURN GRINDSTONE}} until it is up to speed (note you usually have to turn it up to 3 times to get it up to speed).&lt;br /&gt;
# Next {{tt|PUSH GRINDSTONE WITH}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;.&lt;br /&gt;
## Periodically, you may be required to remove the metal shavings by {{tt|RUB}}bing the weapon with a wire brush. You will see the message when it needs to happen.&lt;br /&gt;
# When finished, another layer of oil &lt;br /&gt;
&lt;br /&gt;
====Balancing Weapons====&lt;br /&gt;
&lt;br /&gt;
Balancing will increase a weapon&#039;s balance at the expense of suitability/power.&lt;br /&gt;
&lt;br /&gt;
The process for balancing is identical to that of honing, only starting with the balancing page.&lt;br /&gt;
&lt;br /&gt;
===Advanced Armorsmithing===&lt;br /&gt;
With techniques, and armorsmith can temper armor, and either lighten or reinforce it. Lightening and Reinforcing are mutually exclusive processes. Once one is done to a piece of armor, the other cannot be performed.&lt;br /&gt;
&lt;br /&gt;
Making a mistake during advanced armorsmithing processes is much more forgiving than during the initial crafting. Failing to successfully temper, lighten, or reinforce armor will reduce the condition of the piece to its minimum. However, the quality of the crafted item is not affected. If you do not have enough skill to succeed or make a mistake during the process, just have the armor repaired at a metal repair shop. You can then either try again, or have someone else do it if you do not have the necessary techniques or skill.&lt;br /&gt;
&lt;br /&gt;
====Tempering Armor====&lt;br /&gt;
Tempering armor increases the durability of the armor without any change to protection, hindrance, or weight.&lt;br /&gt;
&lt;br /&gt;
Tempering armor requires one of two special techniques: Metal Armor Tempering (a very easy template), and Rare-Metal Armor Tempering (a simple template). These techniques only enable you to temper common or rare metal armor. They do not make tempering armor easier like other armorsmithing techniques. While you may be able make to masterfully-crafted rare metal armor, you may not be able to temper it until you are close to 300 Forging.&lt;br /&gt;
&lt;br /&gt;
For the steps to temper a piece of armor, see [[Forging_guide#Tempering|Tempering]] above.&lt;br /&gt;
&lt;br /&gt;
====Lightening Armor====&lt;br /&gt;
Lightening armor reduces the weight of the item by 10% without any change to protection or hindrance. You will need to know the Metal Armor Lightening technique to lighten armor.&lt;br /&gt;
&lt;br /&gt;
Lightening armor is an extremely easy template. This technique does not make lightening armor easier.&lt;br /&gt;
&lt;br /&gt;
The weight calculation is done with integer math. As an example, if your item weighs 12 stone then 12 x 90% = 10.8. Forget about any value after the decimal point, so your lightened armor will weigh 10 stones.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
====Reinforcing Armor====&lt;br /&gt;
Reinforcement results in a protection increase, at the expense of weight (a 20% increase) and a small amount of hindrance. Absorption is unchanged by reinforcing. The weight increase is calculated with integer math (drop any decimal place).&lt;br /&gt;
&lt;br /&gt;
The process for reinforcing armor is almost identical to lightening armor, with the addition of adding leather strips.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|assemble}} {{tt|&amp;lt;armor&amp;gt; with strips}} using leather strips sold in the Forging Society&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Processess===&lt;br /&gt;
&lt;br /&gt;
====Repairing====&lt;br /&gt;
Just like armor and weapons, tools degrade with use. Unless you wish to repair them yourself, you will need to take the tools to the Engineering Society building ({{tt|DIR ENGINEERING SOCIETY}}) and then you go building, go west. The NPC you find there will repair tools.&lt;br /&gt;
&lt;br /&gt;
All metal tools, armor, weapons, and shields, as well as a few stone tools, can be repaired in the field.&lt;br /&gt;
&lt;br /&gt;
While the process is simple, lack of sufficient Forging skill can result in additional damage, rather than repair. You will need a wire brush and crafting oil, both purchasable from the Forging Societies.&lt;br /&gt;
&lt;br /&gt;
First {{com|Rub}}, {{com|Scrape}} or {{com|Clean}} the item with a wire brush, and then {{com|Pour}} oil on it.&lt;br /&gt;
&lt;br /&gt;
The process is simple, but without the appropriate repair techs, it can be a very time consuming process.&lt;br /&gt;
&lt;br /&gt;
====Appearances and Cleaning Cloths====&lt;br /&gt;
&lt;br /&gt;
{{tt|RUB}}ing a weapon, armor, shield, or tool with a cleaning cloth will allow you to bring out different aspects. This also works on armor.&lt;br /&gt;
&lt;br /&gt;
Using weapons as an example:&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;weapon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, &amp;lt;mod&amp;gt; means either &amp;quot;honed&amp;quot; or &amp;quot;balanced,&amp;quot; and the blade/head/design/finish depends on weapon type and mod.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This part explains some information about techniques and metal properties and how to use them.&lt;br /&gt;
&lt;br /&gt;
What do techniques really do? Most of them allow you to make items sooner than you normally would based on skill. Even at the highest levels of skill, some items are just too difficult to make in difficult metals without them. This means you can do most things in most crafts without any techniques at all, but certain things will effectively require the techniques.&lt;br /&gt;
&lt;br /&gt;
Technique slots are gained based on skill, with additional ones gained due to Career, Hobby, or Guild choices. Consult the chart to the right to see at which ranks in skill a slot is received.&lt;br /&gt;
&lt;br /&gt;
As shown, at the time a normal slot is received, if the person has a career, hobby, or is of the right guild, an addition slot in that area may be awarded.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Careers and Hobbies===&lt;br /&gt;
&lt;br /&gt;
Careers and hobbies are much like picking a guild, in that once you choose them, there is no going back. &#039;&#039;&#039;However, unlike guilds, there is no necessity to pick them right away.&#039;&#039;&#039; It is perfectly possible to experience the lower levels of a craft without having a hobby or career in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is HIGHLY advised that no career or hobby be chosen until there is certainty. There is no going back.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to granting you bonus technique slots, they give a skill bonus to the making of items within that discipline.&lt;br /&gt;
&lt;br /&gt;
It should be noted that careers and hobbies are picked from the discipline level, rather than the skill level, which means that you cannot take a hobby in forging, it must be in &lt;br /&gt;
&lt;br /&gt;
===Repairing Techniques===&lt;br /&gt;
&lt;br /&gt;
Each of the three disciplines of forging have their own repair techniques. The various techniques will reduce the RT of the repair, increase how much damage is repaired with each action, and finally make your piece of equipment immune to damage for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can&#039;t make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering.&lt;br /&gt;
&lt;br /&gt;
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques, one for common and one for rare metals.&lt;br /&gt;
&lt;br /&gt;
===Weapon Enhancements===&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing has two techniques that help you modify weapons called honing (Reduces weight without reducing the puncture and slice of an item), and Balancing (used to improve a weapon for high agility rather than strength). You can&#039;t change how the weapons you make perform unless you have those techniques. It requires 200 ranks of forging to balance (and likely hone) a weapon successfully, at which point, contrary to what the weaponsmithing book states, all weapons may be successfully enhanced.&lt;br /&gt;
&lt;br /&gt;
===Armor Enhancements===&lt;br /&gt;
&lt;br /&gt;
In armorsmithing there are two techniques, one for lightening and one for reinforcing. You can&#039;t modify armor from the basic set without those two techniques. Any other techniques in those three areas will only help you do something a little bit before you have the skill to actually do them. So these techniques are vital for those areas.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing Techniques===&lt;br /&gt;
&lt;br /&gt;
Now in blacksmithing techniques, there is one that is especially nice to have.&lt;br /&gt;
&lt;br /&gt;
The Master Metallurgy technique allows you to see the metal composition of ingots and forged items such as tools, weapons and armor given enough skill. This means you can look at the items and figure out what metal was used in making it. Or if you made something and you forgot what you did, you can at least see the metal make up of the ingot used to create the item. To do so, simply hold the ingot/item and analyze it, and you&#039;ll get a description back like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The metal appears to be composed of: 2.25% brass, 75.24% bronze, 3.98% high carbon steel, 0.04% oravir, 0.10% gold, 0.00% lead, 6.12% medium carbon steel, and 12.23% silver.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the Maker Mark Design technique allows you to make marks that you can use to stamp the item as yours. Without that technique (and it takes 2 other techniques to get it), you cannot make marks at all, though you can have someone else make a mark for you to use, if they have the techniques.&lt;br /&gt;
&lt;br /&gt;
===Technique Combinations===&lt;br /&gt;
&lt;br /&gt;
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques). This means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain.&lt;br /&gt;
&lt;br /&gt;
I have seen folks work skill in forging simply to get all the repair techniques in each part of forging (4 techniques in blacksmithing, 3 in weaponsmithing, 3 in armorsmithing), that means to repair all the items that can be made in forging took 10 techniques. Those folks then tend to spread the other 5 techniques as they can grow where they want to concentrate. For instance, putting the last 5 techniques in weaponsmithing or armorsmithing or blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have seen others get the tool repair techniques in blacksmithing (4), the tempering and special needed techniques in both weaponsmithing and armorsmithing (4 each) for 12 techniques and get the tempering technique in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have also seen folks go for just one area but get the tool repair techniques in blacksmithing and then put everything else in either armorsmithing or weaponsmithing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The good thing about this is if you change your mind you can unlearn techniques, but you can&#039;t change a career or hobby. So if you decide you want to modify things and go for one part of the forging area, put all 13 techniques into weaponsmithing. Or get 4 in blacksmithing to repair tools and 9 in armorsmithing then you can do that. Just don&#039;t choose careers and hobbies until you are absolutely sure what you want to do.&lt;br /&gt;
&lt;br /&gt;
==Metallurgy==&lt;br /&gt;
&lt;br /&gt;
===Workability===&lt;br /&gt;
&lt;br /&gt;
The last part of this is making items. To make items you need to know certain things about metals. The higher the workability of the metal the easier it is to make the item you&#039;re trying to make masterfully. So, on the [[:Category:Crafting materials|crafting materials page]], you see the properties for all normal and rare metals. Notice almost all rare metals have a really low workability. Thus you need more skill to use them. There are a couple exceptions, however, such as darkstone. For that reason you will see many folks using tools or weapons made from darkstone.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Adjust Density/Weight===&lt;br /&gt;
&lt;br /&gt;
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up at least 67% of the metal.&lt;br /&gt;
&lt;br /&gt;
When mixing metals for weight, it is important to know the lower and upper limits for density:&lt;br /&gt;
&lt;br /&gt;
* No item can be crafted from an ingot below 3.0 density. No item can be crafted from metal below 3.0 density. Any ingot that is not at least this minimum density will shatter when struck with the hammer. You can get the pieces and smelt them back into an ingot but you won&#039;t be able to make the item.&lt;br /&gt;
&lt;br /&gt;
* Weapon templates &amp;quot;cap&amp;quot; at 7.5 density. Any weapon made from metal with more than 7.5 density will have the same stats as it it were crafted from an ingot at 7.5 density but will have more weight. This means that weapons made from metals at higher than 7.5 density will increase in weight, but the damage will not be any better. Beware of haralun mixed with platinum!&lt;br /&gt;
&lt;br /&gt;
* Armor, on the other hand, will improve beyond 7.5 density. The effects can be seen making 7.5 density quelium chain vs 7.794 density quelium. Absorbs for 7.5 are &amp;quot;very great&amp;quot; (12/18) vs &amp;quot;extreme&amp;quot; (13/18) on the 7.794 density.&lt;br /&gt;
&lt;br /&gt;
Now why is that important?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to make a tool for forging like tongs. First, check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques).&lt;br /&gt;
&lt;br /&gt;
In addition, the books says high resistance to fire and light are key to the best tongs. Covellite is a very light and heat resistant normal metal making it ideal for tongs, but its density is 2.0. That means you have to mix it with another metal to raise the density so it hits at least 3.0. So covellite is the most heat-resistant metal, but it&#039;s only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So we want to create a an ingot that is 10 volume, consisting of at least 67% covellite, and with at least 3.0 density. So we want a 10 volume x 3.0 density = 30 stone weight ingot. One simple way of achieving this is to add up the weight of individual volumes of metal until we get to the weight we want. Since we know we need at least 67% covellite, we must use at least 6.7 volume of covellite in our ingot (more is ok too). One solution is to use 8 volume of covellite (80%) and 2 volume of copper (20%). The weight of the covellite will be 2.0 density x 8 volume = 16 stone. The weight of the copper will be 7.0 density x 2 volume = 14 stone. Adding the weight and volumes of the two together, we get a 30 stone ingot with 10 volume, or 30 / 10 = 3.0 density. This mix will be perfect for our set of straight tongs.&lt;br /&gt;
&lt;br /&gt;
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of gold or platinum to add weight to the item. The key is getting the right mix with the right results.&lt;br /&gt;
&lt;br /&gt;
One application of mixing metals is making armor from mixed covellite. With a bit of research, you will find that a full suit of chain armor can be made with 73 volume of metal (using a ring mask, ring cap, ring greaves, ring tasset, ring sleeves, and ring mantle). This full suit of armor in covellite weighs 73 x 3.0 density = 219 stones. Each piece can then be further lightened by the armorsmith another 10% to bring the total weight down to just 194 stones. By comparison this is less total weight than most bone, cloth or leather light armor suits. This chain armor would be perfect for many new adventurers coming into the lands to reduce weight on them for hunting.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Create Alloys===&lt;br /&gt;
&lt;br /&gt;
Alloys occur when no metal in an ingot makes up at least 67% of the composition. Alloys do allow you to adjust a metal&#039;s properties. This means you can change all seven properties of the metal. Stats will calculated be in the form of (&amp;lt;material 1 stat&amp;gt; x &amp;lt;material 1 volume&amp;gt; + &amp;lt;material 2 stat&amp;gt; x &amp;lt;material 2 volume&amp;gt;) / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
What can you do with an alloy? Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you mix 5 volume of glaes with 5 volume of darkstone. What do you end up with? You end up with a glaes alloy or darkstone alloy ingot that has 10 volume and a workability of 42.5 (75 x 5 = 375, 10 x 5 = 50, 375 + 50 = 425, and 425 / 10 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
You probably don&#039;t actually want to mix glaes with darkstone, but metal alloys do have applications elsewhere. It has been discovered that an alloy of 60% high carbon steel and 40% low carbon steel will usually make armor that performs identically to armor made out of 100% high carbon steel. Why is this important? Well, the steel alloy has a durability of 47 (high carbon steel has a durability of just 25) so the end product ends up being almost twice as durable with the same hindrance, protection, and absorption.&lt;br /&gt;
&lt;br /&gt;
===Advanced Metallurgy===&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve mastered mixing ingots to 67% by mixing 67 volumes of steel with 33 volume of platinum. But, it&#039;s not often you find yourself in possession of 67 volumes of rare metals such as glaes. How do you get that perfect 67/33 mix with less than 67 volume?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say we want to make a glaes light throwing axe (6 volume) that weighs only 18 stone. To make this we need 6 volume x 67% = 4.02 volume of glaes. When calculating how many volumes you will actually need, always round up to the next whole number (we will need 5 volume of glaes to make this axe). But how do you go from 5 to 4.02 volumes of glaes? The answer is by doing multiple mixes, you can hit your exact target number. In this example we will be combining 5 volume of glaes with 14 volume of oravir to create a 6 volume glaes ingot comprised of 67% glaes, 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Start by cutting off 1 volume of glaes and mixing it with 1 volume of oravir. This leaves us with an alloy of 2 volume of 50% glaes and 50% oravir. Next, we cut off 1 volume of the 50/50 mix and mix with 4 more volume of oravir. We now have 5 volume of 10% glaes and 90% oravir. Finally, we mix 1 volume of the 10/90 mix with 9 more volume of oravir and get an additional 10 volume of 1% glaes and 99% oravir. We can now mix 4 volume of pure glaes with 2 volume of the 1% glaes, 99% oravir mix resulting in a 6 volume glaes ingot of 67% glaes and 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t want to do the math or mixing yourself, it can be worthwhile to seek out a metallurgist who will make that perfect ingot for you.&lt;br /&gt;
&lt;br /&gt;
==Work Orders==&lt;br /&gt;
&lt;br /&gt;
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a {{ilink|i|forging work order logbook}}.&lt;br /&gt;
&lt;br /&gt;
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible.&lt;br /&gt;
&lt;br /&gt;
To do this, use the highest workability metal you can use and in addition to actually training the skill, you will get paid also. It&#039;s not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals.&lt;br /&gt;
&lt;br /&gt;
Unless you have a good source of metal you will also probably have to buy the metal in the shop and bronze usually works good for that.&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
&lt;br /&gt;
Work orders generate prestige, and that prestige is used to eventually qualify for a [[Maker_mark]]. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker&#039;s mark (this is a certain level of prestige build-up; see [[Crafting]]).&lt;br /&gt;
&lt;br /&gt;
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker&#039;s mark then I would concentrate on one craft. Once you get enough to get the maker&#039;s mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to.&lt;br /&gt;
&lt;br /&gt;
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* Can I wait to temper/seal/reinforce/etc. an item?&lt;br /&gt;
: Yes, the modifications can always be added on later, but they cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{{Cat|New player guides,Crafting player guides}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Discord&amp;diff=504693</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Discord&amp;diff=504693"/>
		<updated>2019-07-11T17:03:58Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Link for joining the discord channel. ==&lt;br /&gt;
&lt;br /&gt;
https://discordapp.com/invite/012CV9CNB6YximtAZ&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magic_3.2&amp;diff=504671</id>
		<title>Magic 3.2</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magic_3.2&amp;diff=504671"/>
		<updated>2019-07-10T04:21:41Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Analogous Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Magic 3.2 Change Log&amp;lt;br /&amp;gt;&lt;br /&gt;
This change log encapsulates all changes for Magic 3.2.&lt;br /&gt;
&lt;br /&gt;
==Global==&lt;br /&gt;
&lt;br /&gt;
===Mana and Attunement Cost===&lt;br /&gt;
&lt;br /&gt;
*[[Mana]] will now recover at a linear rate. This removes the need to keep your mana pool as low as possible to maximize your recovery which should open up greater tactical options. This makes it far more practical to keep a reserve of mana for when you need it.&lt;br /&gt;
*The percentage of mana you recovered with each pulse is no longer dependent on skill set placement and {{skill|Attunement}}. Attunement continues to drive the size of your mana pool, so it will still result in more absolute mana recovered per pulse but it will not decrease the time to recover your entire pool.&lt;br /&gt;
*[[Debilitation]] and [[TM]] spells have had their mana costs drastically altered (These are generally reductions, the exceptions are complex or AoE spells). Backlash rates for these spells have also been reduced. This is to support the more frequent casting these spells demand.&lt;br /&gt;
*Mana costs, difficulty and backlash rates have been re-balanced and standardized for all spells. Additionally we&#039;ve added a 5th &#039;tier&#039; of spell difficulty.&lt;br /&gt;
*Slightly increased starting mana pool for Primary and Secondary casters.&lt;br /&gt;
*New Ability: {{com|Perceive}} {{tt|Mana}}. This was a player request for a cleaner way to just view the local mana. Available for all guilds (Though Moon Mages already had access to a variant.)&lt;br /&gt;
&lt;br /&gt;
===Spell Classification and Difficulty===&lt;br /&gt;
&lt;br /&gt;
::{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Old Tier||New Tier&lt;br /&gt;
|-&lt;br /&gt;
|Intro||[[:Category:Intro abilities|Intro]]&lt;br /&gt;
|-&lt;br /&gt;
|Basic||[[:Category:Basic abilities|Basic]]&lt;br /&gt;
|-&lt;br /&gt;
|Advanced||[[:Category:Intermediate abilities|Intermediate]]&lt;br /&gt;
|-&lt;br /&gt;
|Esoteric||[[:Category:Advanced abilities|Advanced]]&lt;br /&gt;
|-&lt;br /&gt;
|N/A||[[:Category:Esoteric abilities|Esoteric]]&lt;br /&gt;
|}&lt;br /&gt;
*At this time there are very few Esoteric spells. This change is intended to create support for future growth and expansion.&lt;br /&gt;
*New TM type: Armor Piercing. This template does slightly lower base damage (Similar to DFA) but ignores a large percentage of armor.&lt;br /&gt;
*New TM type: Heavy TM. This type of spell does more damage than a normal TM spell but has a significant cool down before it can be recast.&lt;br /&gt;
&lt;br /&gt;
===Spell Recognition===&lt;br /&gt;
&lt;br /&gt;
No magical feats are required to recognize spells that you have learned.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Recognition of spells you don&#039;t know requires the appropriate magical feat(s) as well as {{skill|Arcana}}. There is now an increased granularity of results when recognizing other spells. Depending on success level, you may see the spell name, realm (mana type), and/or spell type.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magical feats|Basic Spell Recognition]] gives normal casters a chance to recognize all spells except arcane. Necromancers with this feat may recognize all spells except holy.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magical feats|Advanced Spell Recognition]] removes the realm limitations from Basic Spell Recognition and provides a bonus to detection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When hidden/invisible you will automatically attempt to hide your spell preps regardless of your {{com|PREPARE}} /HIDE setting. {{skill|Arcana}} is the major skill for both hiding and detecting preparations (modified by ({{skill|Stealth}}/{{skill|Perception}}. [[Magical feats|Legerdemain]] is much more effective. Observers may learn Arcana every few minutes by detecting a [[Prepare command|stealthy prep]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Messaging (for [[Gauge Flow]])&#039;&#039;&#039;&lt;br /&gt;
*Complete success (spells you know): You recognize the familiar mnemonics of the Gauge Flow spell.&lt;br /&gt;
*Complete success (spells you don&#039;t know): You decipher the telltale signs of the Gauge Flow spell.&lt;br /&gt;
*Partial success: You decipher the signs of an Arcane utility spell.&lt;br /&gt;
*Complete failure: You are unable to decipher anything about the spell.&lt;br /&gt;
&lt;br /&gt;
Both [[Analogous Patterns]] (perfectly legal) and necromancy (illegal) are described as &amp;quot;Arcane,&amp;quot; so a partial success on such spells is not, by itself, a reliable indication of necromancy.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: for partial recognition of targeted and debilitation spells, the period is replaced by an exclamation mark: &#039;&#039;You decipher the signs of an Holy targeted spell!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
*Many AoE or otherwise complex TM/Debilitation spells have had their slot costs reduced.&lt;br /&gt;
*AoE TM damage increased to be on par with single target TM spells.&lt;br /&gt;
*Fixed a bug with cyclic cooldown timer. Should properly be 30 seconds now. (This is already on the live servers).&lt;br /&gt;
*[[Sphere of Influence]] has been removed for all buffs, debuffs and classes. It was not fulfilling the role we had envisioned when it was implemented in Magic 3.0.&lt;br /&gt;
*A bug with TM damage caps was found and fixed. It is now capped with the same logic that applies to other ranged weapon attacks. This will increase the potential max damage of TM attacks.&lt;br /&gt;
*[[Spell Library]]: For Magic 3.2&#039;s release the timer and cost (in Lirums) of forgetting spells from the Spell Library was temporarily removed.&lt;br /&gt;
&lt;br /&gt;
==Guilds and Specific Spells==&lt;br /&gt;
&lt;br /&gt;
===Analogous Patterns===&lt;br /&gt;
*[[Burden (spell)|Burden]]: Reduced to intro difficulty, preqs removed.&lt;br /&gt;
*[[Seal Cambrinth]]: May now use Burden as a preq.&lt;br /&gt;
*[[Lay Ward]]: May now use Burden as a preq.&lt;br /&gt;
&lt;br /&gt;
===Cleric===&lt;br /&gt;
*Group Spell Changes: [[Ring of Blessings]] and [[Hydra Hex|HYH-Uncurse]] have been removed, and [[Mass Rejuvenation]] is once again its own spell.&lt;br /&gt;
*[[Harm Evil]] / [[Harm Horde]] / [[Ghost Shroud]] / [[Meraud&#039;s Cry]]: Easier to cast.&lt;br /&gt;
*[[Harm Horde]] / [[Fire of Ushnish]] / [[Halo]] / [[Hand of Tenemlor]]: Cost less slots.&lt;br /&gt;
*[[Benediction]]: Costs +1 slot (because it no longer has extra [[devotion]]/PM restrictions).&lt;br /&gt;
*[[Soul Attrition]]: Without a target, will default to whatever you are facing.&lt;br /&gt;
*[[Osrel Meraud]]: Will display its fullness in the Active Spells Window.&lt;br /&gt;
*[[Divine Radiance]]: Can be prepared and targeted at the same time via {{com|TARGET}}. Also, the bug preventing its vulnerability effect from being triggered by TM spells has been squished.&lt;br /&gt;
*[[Ghost Shroud]]: Will react to {{com|LOB}} and {{com|HURL}} too.&lt;br /&gt;
*New Spell: [[Time of the Red Spiral]]. 2 slot Heavy TM metaspell that periodically empowers your HE or HH. Required Harm Evil.&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
*[[Courage]]: Cleaned up messaging when cast on others.&lt;br /&gt;
*[[Holy Warrior]]: Now uses both the Warding and Utility skills.&lt;br /&gt;
*[[Smite Horde]]: Reduced to 1 slot. Weighted damage towards slice.&lt;br /&gt;
&lt;br /&gt;
===Empath===&lt;br /&gt;
*[[Vigor]]: Slots increased from 1 to 2. Allow casting on other players.&lt;br /&gt;
*[[Nissa&#039;s Binding]]: Slots reduced from 3 to 2.&lt;br /&gt;
*[[Flush Poisons]]: Fixed bug preventing use when fully shocked and overly penalizing shocked Empaths.&lt;br /&gt;
*[[Cure Disease]]: Fixed bug preventing use when fully shocked and overly penalizing shocked Empaths.&lt;br /&gt;
*[[Heart Link]]: Slots reduced from 3 to 2.&lt;br /&gt;
*[[Tranquility]]: Slots reduced from 3 to 2.&lt;br /&gt;
*[[Raise Power]]: Increased to medium duration, changed to a non-battle area spell.&lt;br /&gt;
*[[Aesandry Darlaeth]]: Fixed flag falsely indicating this spell could be group cast. Fixed bug that was not removing all web types.&lt;br /&gt;
*[[Awaken]]: Fixed bug flagging this spell as both utility and warding spell, it is now correctly just a warding spell.&lt;br /&gt;
*[[Guardian Spirit]]: Fixed bug mixing up the chain and plate armor templates.&lt;br /&gt;
&lt;br /&gt;
===Ranger===&lt;br /&gt;
*Spell Wipe: All Ranger spells will be cleared on first login after Magic 3.2&#039;s release for Rangers due to the extensive restructuring of the spellbooks.&lt;br /&gt;
*System Rewrite: Environmental Efficacy. This replaces the old terrain modifiers that Ranger magic was subject too. The inputs remain the same (wilderness good, urban bad) but the conditions will determine how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the environment (Remember that Empaths also use Life Mana and are not subject to this system, for good and for ill.) This does not currently apply to mana supplied from Cambrinth or Harness. (The old system minorly adjusted spell difficulty instead.)&lt;br /&gt;
*[[:Category:Animal Abilities spellbook|Animal Abilities Spellbook]]: All spells have been extensively rewritten. In most cases this will show up as revised messaging and more consistent handling of refresh casting and casting on others.&lt;br /&gt;
*[[:Category:Nature Manipulation spellbook|Nature Manipulation|]]/[[:Category:Wilderness Survival spellbook|Wilderness Survival]] Spellbooks: All spells have seen some minor clean up, mostly cosmetic to messaging, spell descriptions and so forth.&lt;br /&gt;
*[[See the Wind]]: Reduced to Intro difficulty. Now enables [[Dual Load]].&lt;br /&gt;
*[[Instinct]]: Reduced to Basic difficulty.&lt;br /&gt;
*[[Cheetah Swiftness]]: Removed Utility as secondary skill. Preq changed to [[Claws of the Cougar]].&lt;br /&gt;
*[[Bear Strength]]: Increased to 3 slots. Secondary skill changed from Warding to Utility. Preq changed to [[Grizzly Claws]].&lt;br /&gt;
*[[Grizzly Claws]]: Reduced wilderness restriction.&lt;br /&gt;
*Sense of the Tiger: The stripes are back. Name corrected to [[Senses of the Tiger]].&lt;br /&gt;
*[[Claws of the Cougar]]: Entirely rewritten. Now gives +brawling, functional brawling claws to those who do not already have them and RT reduction to melee attacks (like Hasten or Wildfire).&lt;br /&gt;
*Branch Break: Renamed &amp;quot;[[Deadfall]]&amp;quot;. Preq changed to [[Eagle&#039;s Cry]]. Reduced wilderness restriction.&lt;br /&gt;
*[[Harawep&#039;s Bonds]]: Reduced to 2 slots. Reduced to Basic difficulty.&lt;br /&gt;
*[[Carrion Call]]: Weighted damage towards fire. Preq changed to [[Eagle&#039;s Cry]]. Reduced to Basic difficulty. Decreased damage penalty due to wound seeking behavior.&lt;br /&gt;
*[[Stampede]]: Weighted damage towards impact. Preq changed to [[Eagle&#039;s Cry]]. Increased to Basic difficulty. May now be targeted and hit any body part. New messaging.&lt;br /&gt;
*[[Awaken Forest]]: Increased to Advanced difficulty (Equivalent to the old Esoteric).&lt;br /&gt;
*[[Devolve]]: Preq changed to Deadfall or Harawep&#039;s Bonds. Potency penalty due to targeting top stats slightly reduced.&lt;br /&gt;
*[[Swarm]]: Reduced to 2 slots. May now use [[Carrion Call]] as a preq.&lt;br /&gt;
*[[Devitalize]]: Increased to 2 slots. Preq changed to [[Carrion Call]] or [[Stampede]]. Increased to Intermediate difficulty. Weighted damage towards cold. Now does additional fatigue damage.&lt;br /&gt;
*[[Curse of the Wilds]]: Changed from damage reduction to accuracy reduction. Now hinders missile defense as well as melee defense. Now uses generic defensive debuffs instead of specific skill debuffs on players. Changed to Magic vs Fort.&lt;br /&gt;
*[[Hands of Lirisa]]: Dual Load is now triggered by [[See the Wind]]. Reduced to Basic difficulty.&lt;br /&gt;
*[[Earth Meld]]: Reduced to 1 slot. [[Wolf Scent]] removed as preq. Reduced to Basic difficulty. May now be cast while hidden. RT for auto-hide reduced. Reduced wilderness restriction.&lt;br /&gt;
*[[Forestwalker&#039;s Boon]]: Instinct removed as preq.&lt;br /&gt;
*[[Skein of Shadows]]: Preq changed to Earth Meld.&lt;br /&gt;
*New Spell: [[Oath of the Firstborn]] [OATH]. This is a two slot intermediate spell that requires Hands of Lirisa and provides a melee weapon boost similar to the old Claws of the Cougar functionality.&lt;br /&gt;
*[[Memory of Nature]]: Rewritten. Two slot advanced ritual spell in the [[:Category:Wilderness Survival spellbook|Wilderness Survival spellbook]] that requires 40th circle and either [[Forestwalker&#039;s Boon]] or [[Blend]]. Now castable on others for a reduced effect. Increased effectiveness overall, though it is capped at the level of wilderness found at the time of the initial casting. A small wooden casket is for sale in the [[Herilo&#039;s Artifacts|Crossing Artificer]] as a [[ritual focus]] for Wilderness Survival.&lt;br /&gt;
&lt;br /&gt;
===Warrior Mage===&lt;br /&gt;
*System Rewrite: Elemental Efficacy. When casting elemental spells a number of environmental conditions will be checked to determine how favorable the conditions are to that particular element, which will in turn control how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the spellbook you&#039;re using, though the under the hood mechanics are rather different than that description. This does not currently apply to mana supplied from Cambrinth or Harness. (The old system minorly adjusted spell difficulty based on much simpler environmental conditions.)&lt;br /&gt;
*New Ability: {{com|Perceive}} {{tt|Elements}}. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element.&lt;br /&gt;
*New Spell: [[Frost Scythe]] [FRS]. This is a two slot armor piercing TM spell that requires [[Ice Patch]] or [[Frostbite]].&lt;br /&gt;
*[[Ethereal Fissure]]: Removed Augmentation as secondary skill. Non-battle AoE.&lt;br /&gt;
*[[Tingle]]: Dropped items now use the at feet slot.&lt;br /&gt;
*[[Electrostatic Eddy]]: Reduced to 2 slots.&lt;br /&gt;
*[[Chain Lightning]]: Reduced to intermediate difficulty, reduced to 1 slot, preqs changed to Gar Zeng or Lightning Bolt and 10th circle. Rewrote messaging. Weighted damage towards electrical.&lt;br /&gt;
*[[Gar Zeng]]: Weighted damage towards electrical.&lt;br /&gt;
*[[Dragon&#039;s Breath]]: No longer uses Utility skill as secondary skill. Now acts as a Heavy TM spell (with increased duration and cooldown).&lt;br /&gt;
*[[Fire Rain]]: Weighted damage towards fire.&lt;br /&gt;
*[[Frostbite]]: Reduced to 2 slots.&lt;br /&gt;
*[[Rimefang (spell)|Rimefang]]: Weighted damage towards slice. Lowered potency threshold to recover two blades at once.&lt;br /&gt;
*[[Tremor]]: Reduced to 2 slots.&lt;br /&gt;
*[[Magnetic Ballista]]: No longer uses Utility skill. Reduced mana cost to reload.&lt;br /&gt;
*[[Stone Strike]]: Messaging updated. Weighted damage towards puncture.&lt;br /&gt;
*[[Zephyr]]: Increased to 2 slots.&lt;br /&gt;
*[[Air Lash]]: Weighted damage towards slice.&lt;br /&gt;
*[[Shockwave]]: Reduced to 2 slots, changed to air based damage messaging. The mechanical damage types did not change.&lt;br /&gt;
*[[Thunderclap]]: Reduced to 2 slots.&lt;br /&gt;
*[[Blufmor Garaen]]: No longer uses Utility skill as secondary skill. Weighted damage towards physical component.&lt;br /&gt;
&lt;br /&gt;
===Bard===&lt;br /&gt;
*System Rewrite: Elemental Efficacy. This system which Warrior Mages use for all their spell casting also applies to spells in the [[:Category:Elemental Invocations spellbook|Elemental Invocations spellbook]]. When casting elemental spells a number of environmental conditions will be checked to determine how favorable the conditions are to that particular element, which will in turn control how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the Elemental Invocations spell you&#039;re using, though the under the hood mechanics are rather different than that description. This does not currently apply to mana supplied from Cambrinth or Harness.&lt;br /&gt;
*New Ability: {{com|Perceive}} {{tt|Elements}}. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element.&lt;br /&gt;
*Cyclic cooldown timer reduced to 10 seconds for Bards only.&lt;br /&gt;
*[[Aether Wolves]]: Reduced to 1 slot. Swapped with Glythtide&#039;s Joy in preq tree.&lt;br /&gt;
*[[Glythtide&#039;s Joy]]: Swapped with Aether Wolves in preq tree.&lt;br /&gt;
*[[Abandoned Heart]]: Reduced to 3 slots.&lt;br /&gt;
*[[Damaris&#039; Lullaby]]: Reduced to 2 slots.&lt;br /&gt;
*[[Misdirection]]: Reduced to 2 slots.&lt;br /&gt;
*[[Demrris&#039; Resolve]]: Reduced to 2 slots.&lt;br /&gt;
*[[Naming of Tears]]: Removed [[Glythtide&#039;s Joy]] as a preq.&lt;br /&gt;
*[[Phoenix&#039;s Pyre]]: Reduced to 2 slots. Weighted damage towards fire (when [[Will of Winter]] is not in place).&lt;br /&gt;
*New Spell: [[Beckon the Naga]]. This is a Heavy TM equivalent that deals its damage in an unusual way. It requires 70th level, Blessing of the Fae and Breath of Storms.&lt;br /&gt;
&lt;br /&gt;
===Moon Mage===&lt;br /&gt;
*[[Mental Blast]]: Reduced to 3 slots. Dropped items now use the at feet slot. Nerve damage now stacks.&lt;br /&gt;
*[[Telekinetic Storm]]: Reduced to 1 slot.&lt;br /&gt;
*[[Mind Shout]]: Reduced to 3 slots. Removed remote casting, removed Focus Moonbeam as a preq, revamped messaging, added nerve damage. Shares the Heavy TM timer (though it uses debilitation skill/mastery instead.)&lt;br /&gt;
*[[Shadows]]: Restored missing postroom string.&lt;br /&gt;
*[[Moonblade]]: May now be refreshed with mismatched moons at reduced effectiveness. Refreshing moonblades can now rebuild EMMO nodes. Warding/Unwarding can now be done without knowledge of [[Shape Moonblade|SHMO]]. [[Empower Moonblade|EMMO]] nodes may now be changed without knowledge of SHMO.&lt;br /&gt;
*[[Dinazen Olkar]]: Installed messaging Easter Egg.&lt;br /&gt;
*[[Shift Moonbeam]]: Changed to utility skill for determining maximum shift distance when locating the target. Revamped distance calculations for directional shifting to conform to recent updates to teleportation spells.&lt;br /&gt;
*[[Shadowling]]: Reduced to 2 slots. Non-battle AoE.&lt;br /&gt;
*[[Partial Displacement]]: Converted to armor piercing template. Increased to 2 slots.&lt;br /&gt;
*[[Starlight Sphere]]: Reduced mana cost.&lt;br /&gt;
*[[Invocation of the Spheres]]: Removed utility skill.&lt;br /&gt;
*[[Sever Thread]]: Reduced to 2 slots.&lt;br /&gt;
*[[Sovereign Destiny]]: Updated to remove invoked [[Shadowling]]s, [[Read the Ripples]], [[Braun&#039;s Conjecture]], [[Destiny Cipher]] and observational pools.&lt;br /&gt;
&lt;br /&gt;
===Necromancer===&lt;br /&gt;
*[[Blood Burst]]: [[Divine Outrage]] removed. This spell is still flagged for eventual conversion to Heavy TM, but that change has been removed from 3.2.&lt;br /&gt;
*[[Vivisection]]: Reduced to 2 slots.&lt;br /&gt;
*[[Acid Splash]]: Randomized both damage components to match USOL.&lt;br /&gt;
*[[Viscous Solution]]: Reduced to 2 slots.&lt;br /&gt;
*[[Universal Solvent]]: Reduced to 2 slots.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
;Q - Why can&#039;t I choose &amp;lt;spell&amp;gt;?&lt;br /&gt;
:A - The requirements for many spells changed. Be sure to {{tt|ASK}} your guildleader about the spell to be sure you meet the requirements.&lt;br /&gt;
:Additionally, the following spells are currently on preview. This means you can&#039;t choose to learn the spell at this time, but will have access to cast it if you are a member of that guild until the preview ends.&lt;br /&gt;
:*[[Beckon the Naga]] is on preview.&lt;br /&gt;
:*[[Frost Scythe]] is on preview.&lt;br /&gt;
:*[[Oath of the Firstborn]] is on preview.&lt;br /&gt;
:*[[Mass Rejuvenation]] is on preview.&lt;br /&gt;
:*[[Time of the Red Spiral]] is on preview.&lt;br /&gt;
::The preview for these spells ended on 8/7/2016. If you wish you continue using these spells you will need to visit your Guildleader, with the exception of Beckon the Naga which can only be found on scrolls.&lt;br /&gt;
&lt;br /&gt;
;Q - Why am I learning [[Arcana]] randomly?&lt;br /&gt;
:A - Due to the [[Post:TEST ONLY Spell Recognition Rewrite - 04/24/2016 - 18:59|Spell Recognition Overhaul]], you can now passively learn [[Arcana]] by recognizing the spell casts of others. See more at [[Magic 3.2#Global|the top of the page]].&lt;br /&gt;
&lt;br /&gt;
;Q - I&#039;m having to spend more mana than before to get [[Sorcery]] moving.&lt;br /&gt;
:A - The difficulties of many spells changed with this update. Spells that were made easier to cast will therefore train Sorcery less per cast at the same mana from pre-3.2.&lt;br /&gt;
&lt;br /&gt;
;Q - I&#039;m backlashing [[Sorcery]] a lot more now, did the risk increase?&lt;br /&gt;
:A - The chance to backlash itself was not adjusted. However, many spells had their difficulty adjusted and more difficult spells for you will potentially backlash more, so you may want to try another spell. It is also recommended that you &#039;&#039;&#039;DO NOT&#039;&#039;&#039; use a [[symbiosis]] with Sorcery casts, as the difficulty is increased a great deal. &amp;lt;ref&amp;gt;[[Post:Re:_3.2_Backlash_Rates_-_08/01/2016_-_08:07]]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[[Post:Re: 3.2 Backlash Rates - 08/01/2016 - 17:47]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Q - My spell scroll became unreadable.&lt;br /&gt;
:A - [[Ring of Blessings]] was removed from the game. If your spell scroll was for this, then that is normal.&lt;br /&gt;
&lt;br /&gt;
;Q - I keep running out of mana.&lt;br /&gt;
:A - The GameMasters are still looking at the results of the mana changes, and may make adjustments. However, you may want to examine your spell casting methods and use more [[cambrinth]] or {{com|harness}} more mana in smaller chunks while casting spells.&lt;br /&gt;
&lt;br /&gt;
;Q - How did [[Sphere of Influence]] (SOI) change?&lt;br /&gt;
:A - The SOI concept was found to not be working out as the GameMasters had hopped. SOI no longer applies to spells and abilities.&lt;br /&gt;
::This means all spells and abilities are capped at 20% of your skill or stat, or 10% for crafting skill buffs. Archived posts [[Post:Re:_Magic_3.2_-_Final_Change_Log_-_07/26/2016_-_04:40|here]] and [[Post:Re: Magic 3.2 - Final Change Log - 07/26/2016 - 13:01|here]].&lt;br /&gt;
::There is still a hard minimum cap of 10 ranks to a skill or 2 points to a stat regardless of the strength of the ability, the skill or stat of the target. There is no hard upper cap to buff strength.&lt;br /&gt;
&lt;br /&gt;
;Q - My spell had a higher casting cap before 3.2, does that mean it&#039;s weaker now?&lt;br /&gt;
:A - No, spells were scaled accordingly. In other words, you&#039;re getting the same spell power for less mana cost.&lt;br /&gt;
::For example, if you were using [[Guardian Spirit]] before 3.2 it had a minimum of 5 mana and a maximum of 40 mana. Post 3.2, this is now a minimum of 5 mana and a maximum of 25 mana. At the top end, you would have the same spell power at 25 mana now in 3.2 as you did before. The mana ranges in the middle have shifted, but the spell power still scales from minimum to maximum in the same way.&lt;br /&gt;
&lt;br /&gt;
;Q - My spell had a higher difficulty before 3.2, does that mean it&#039;s weaker now?&lt;br /&gt;
:A - No. Although some spells were made easier to cast, this does not mean that the spell power was adjusted. Any spell that had its effects adjusted should be directly noted as such in the change log.&lt;br /&gt;
&lt;br /&gt;
;Q - [[Magic Feats|Deep Attunement]] was reduced. What&#039;s it like now?&lt;br /&gt;
:A - You recover 2.5% of your mana [[Attunement]] every pulse, +0.25% more with Deep Attunement (A 10% passive buff). &amp;lt;ref&amp;gt;[[Post:Re:_Deep_Attunement_-_07/29/2016_-_14:16]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Q - I&#039;m having mana [[Attunement]] issues in some rooms. I feel like I get lower mana recovery than before.&lt;br /&gt;
:A - Mana recovery is now linear. Room mana impacts spell casting to a greater percentage now than it did before. When casting spells, the amount of mana available in the room determines how much of your mana [[Attunement]] is lost. The speed and amount your Attunement recovers by is not impacted by room mana.&lt;br /&gt;
::&amp;quot;Mana level in the room has never impacted recovery, it just impacts the rate at which you spend mana.&amp;quot; &amp;lt;ref&amp;gt;[[Post:Re:_Magic_3.2_incoming_soon_-_last_chance_to_test_-_07/28/2016_-_18:29]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
*Original living changelog document: https://docs.google.com/document/d/1zLgYXPfWNEA0E4g74CQkeFOgij2WPDMAud80KcCJvy8/edit&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=DragonRealms_Updates_(2019)&amp;diff=504670</id>
		<title>DragonRealms Updates (2019)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=DragonRealms_Updates_(2019)&amp;diff=504670"/>
		<updated>2019-07-10T00:17:04Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Changes to the game during the 2019 calendar year.&lt;br /&gt;
&lt;br /&gt;
==January==&lt;br /&gt;
* [[House of the Revenant Fang 429]] event from January 18th to the 27th&lt;br /&gt;
* [[ForgeBinding]] system released&lt;br /&gt;
* [[Autoloot command|AutoLoot]] system released&lt;br /&gt;
&lt;br /&gt;
==February==&lt;br /&gt;
* [[Iyqaromos Fire-Lens]] released&lt;br /&gt;
* [[Dazzle]] updated&lt;br /&gt;
* [[Experience|Rested Experience]] is introduced&lt;br /&gt;
* [[Dinazen Olkar]] updated&lt;br /&gt;
* [[Magical research|Fundamental research]] times reduced on some options&lt;br /&gt;
&lt;br /&gt;
==March==&lt;br /&gt;
* [[Artificing discipline]] available in the Prime test instance&lt;br /&gt;
&lt;br /&gt;
==April==&lt;br /&gt;
* [[Crossing]] to [[Muspar&#039;i]] [[Airship]] starts service (free).&lt;br /&gt;
&lt;br /&gt;
==May==&lt;br /&gt;
&lt;br /&gt;
==June==&lt;br /&gt;
* [[Segue ability]] released for [[Bard|Bards]].&lt;br /&gt;
* [[Artificing_discipline|Artificing]] and sigil harvesting released to Prime.&lt;br /&gt;
* {{com|TOGGLE|TOGGLE HIDELOGIN}} released to hide your character&#039;s game-wide login and logout messaging from other players.&lt;br /&gt;
&lt;br /&gt;
==July==&lt;br /&gt;
&lt;br /&gt;
==August==&lt;br /&gt;
&lt;br /&gt;
==September==&lt;br /&gt;
&lt;br /&gt;
==October==&lt;br /&gt;
&lt;br /&gt;
==November==&lt;br /&gt;
&lt;br /&gt;
==December==&lt;br /&gt;
&lt;br /&gt;
{{RefAl|p=-|r=y}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|DragonRealms Updates|2019}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Deep_ebony_scarab_amulet_inset_with_emerald_eyes&amp;diff=504667</id>
		<title>Item:Deep ebony scarab amulet inset with emerald eyes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Deep_ebony_scarab_amulet_inset_with_emerald_eyes&amp;diff=504667"/>
		<updated>2019-07-09T23:24:06Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=amulet&lt;br /&gt;
|look=Closer inspection reveals the scarab amulet to be made of thousands of tiny ebony spiders fused together.&lt;br /&gt;
|MTag=emerald&lt;br /&gt;
|CTag=ebony&lt;br /&gt;
|STag=spider&lt;br /&gt;
|type=jewelry, verby&lt;br /&gt;
|type2=magic&lt;br /&gt;
|type3=quest&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=146,655&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|source=Squat Bungalow&lt;br /&gt;
|cost=600 [[LTB]] points&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|TAP}}: Your amulet breaks apart explosively into thousands of swarming spiders, which scuttle down your arm in a frenzy! The arachnid wave flows as one, moving with an apparent collective consciousness. Your hand is covered with twisting and writhing legs, but only briefly as the spiders resolidify into a {{sloot|w|deep ebony exoskeletal katar}}.&lt;br /&gt;
{{Cat|LTB Rewards}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Weapon:Deep_ebony_exoskeletal_katar&amp;diff=504666</id>
		<title>Weapon:Deep ebony exoskeletal katar</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Weapon:Deep_ebony_exoskeletal_katar&amp;diff=504666"/>
		<updated>2019-07-09T23:23:39Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon&lt;br /&gt;
|newapp2=Yes&lt;br /&gt;
|noun=katar&lt;br /&gt;
|look=You see nothing unusual.&lt;br /&gt;
|CTag=ebony&lt;br /&gt;
|range=melee&lt;br /&gt;
|adraw=No&lt;br /&gt;
|type=LE&lt;br /&gt;
|puncture=fair&lt;br /&gt;
|slice=somewhat fair&lt;br /&gt;
|impact=poor&lt;br /&gt;
|fire=no&lt;br /&gt;
|cold=no&lt;br /&gt;
|electric=no&lt;br /&gt;
|foi=terribly&lt;br /&gt;
|balance=well&lt;br /&gt;
|suitedness=poorly&lt;br /&gt;
|construction=average construction&lt;br /&gt;
|metal=yes&lt;br /&gt;
|weight=15&lt;br /&gt;
|lsize=6&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|appcost=375&lt;br /&gt;
|source=Squat Bungalow&lt;br /&gt;
|cost=600 [[LTB]] points&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|special=magic, verby&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
==Verbs==&lt;br /&gt;
* {{com|shake}}: You shake your exoskeletal katar, causing it to break apart into thousands of live spiders. The swarm of arachnids scuttle quickly up your arm, nestling themselves on your person until they finally melt and coagulate into a {{ilink|j|deep ebony scarab amulet inset with emerald eyes}}.&lt;br /&gt;
&lt;br /&gt;
==Potency Tiers==&lt;br /&gt;
Unlocked through {{ilink|i|potency crystal}} use. The weapon starts with tier 3 stats and each potency stone used increases the tier by one to a maximum of 6th tier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Tier !! Punc !! Slic !! Impa !! FoI !! Bal !! Pwr !! Const !! Wgt !! Kro&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || {{CWep|5|4|2|1|9|3|9|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 4th || {{CWep|6|4|2|1|9|3|11|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 5th || {{CWep|6|4|2|1|10|3|13|15}}&lt;br /&gt;
|-&lt;br /&gt;
| 6th || {{CWep|7|5|3|2|10|4|15|15}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Armorsmithing_discipline&amp;diff=504665</id>
		<title>Armorsmithing discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Armorsmithing_discipline&amp;diff=504665"/>
		<updated>2019-07-09T22:37:35Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Armorsmithing&#039;&#039;&#039; controls the creation of metal armor using the [[Forging skill]].&lt;br /&gt;
&lt;br /&gt;
Creation of all Armorsmithing products, learning of Armorsmithing techniques, and choosing a Armorsmithing career/hobby are all done at a [[Forging Society]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
See [[Armorsmithing products]].&lt;br /&gt;
&lt;br /&gt;
===Armor Types===&lt;br /&gt;
Armor comes in four types: chain, brigandine, plate, and shields. Each armor type comes in three styles which are outlined below. Generally, there is a light, normal, and heavy style for each armor type. As the weight increases, so does the hindrance, protection, and amount of metal in each piece of armor. Absorption is not based on the style of the armor, rather it is based on the armor type and metal density.&lt;br /&gt;
&lt;br /&gt;
====Chain====&lt;br /&gt;
Styles: ring, chain, and mail&lt;br /&gt;
&lt;br /&gt;
Ring mail is the least protective of the chain armors, bearing similarities to scale armor, in that it consists of individual rings applied to a backing material. While ring mail is called &amp;quot;mail&amp;quot;, it is not made from linked rings. Chain, and its heavier cousin mail, are formed from interwoven metal rings, often with cloth padding worn underneath.&lt;br /&gt;
&lt;br /&gt;
====Brigandine====&lt;br /&gt;
Styles: scale, brigandine, and lamellar&lt;br /&gt;
&lt;br /&gt;
Brigandine armors are similar in concept to ring mail. However, they are often sewn to a heavier backing, such as leather, and bear a higher volume reinforcement. Scale armor is formed by overlapping scales attached to the backing at the top of each scale. Brigandine armor is made by assembling the plates directly to the leather backing at various points. Lamellar armor is constructed by assembling plates in close fashion to each other.&lt;br /&gt;
&lt;br /&gt;
====Plate====&lt;br /&gt;
Styles: light plate, plate, and heavy plate&lt;br /&gt;
&lt;br /&gt;
Plate armors are differentiated primarily by their weight classification, ranging from light to heavy.  Unlike chain and brigandine armors, plate armors are fashioned from large segments of metal.&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
Sizes: small, medium, and large&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Armor_and_shield_player_guide#Shields|armor and shield player guide]] for further information regarding the different sizes of shields.&lt;br /&gt;
&lt;br /&gt;
==Techiques==&lt;br /&gt;
See [[Armorsmithing techniques]].&lt;br /&gt;
&lt;br /&gt;
==Processes==&lt;br /&gt;
See the [[Forging guide]] for a walkthrough of all Armorsmithing processes, specifically:&lt;br /&gt;
&lt;br /&gt;
* [[Forging_guide#Forging_Walkthrough|Forging]] armor&lt;br /&gt;
* [[Forging_guide#Tempering_Armor|Tempering]] armor on a forge increases its [[Armor_and_shield_player_guide#Construction.2FDurability_and_Condition|durability]].&lt;br /&gt;
* [[Forging_guide#Lightening_Armor|Lightening]]* armor reduces its weight by 10% by grinding away excess metal.&lt;br /&gt;
* [[Forging_guide#Reinforcing_Armor|Reinforcing]]* armor increases [[Armor_and_shield_player_guide#Armor_Protection_and_Absorption|protection]], [[Armor_and_shield_player_guide#Hindrance|hindrance]], and weight by 20% through the addition of protective leather strips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;Note:&#039;&#039; Lightening and reinforcing are mutually exclusive processes. Once one process is done to a piece of armor, the other can no longer be performed.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
See [[Crafting Tools]] for an in depth discussion of tool properties.&lt;br /&gt;
&lt;br /&gt;
* [[Anvil]]: A stationary forging tool used for pounding metal as part of the item creation process.&lt;br /&gt;
* [[Bellows]]: Used to keep the forge fires going when creation or tempering items.&lt;br /&gt;
* [[Item:Book_of_armorsmithing_instructions|Armorsmithing instruction book]]: Instructions for creation of [[Armorsmithing products]].&lt;br /&gt;
* [[Forging oil|Oil]]: Used to prevent rust on metal items as the final step in creation, tempering, lightening, or reinforcing.&lt;br /&gt;
* [[Forge]]: A stationary forging tool used for tempering items to increase the metal&#039;s durability.&lt;br /&gt;
* [[Forging hammer]]: Used to form ingots into items on the anvil.&lt;br /&gt;
* [[Maker&#039;s mark]]: Tool for stamping a crafted item with the maker&#039;s identity after creation.&lt;br /&gt;
* [[Pliers]]: Used to link, rivet, and form armor during the creation, lightening, and reinforcing processes.&lt;br /&gt;
* [[Shovel]]: Used to keep the fires going when creating and tempering items.&lt;br /&gt;
* [[Slack tub]]: A stationary forging tool used to quench hot metal as part of the item creation process.&lt;br /&gt;
* [[Tongs]]: Used to hold hot metal when pounding items on an anvil or heating in a forge.&lt;br /&gt;
* [[Wire brush]]: Used in armor [[repair]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=504664</id>
		<title>Forging guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Forging_guide&amp;diff=504664"/>
		<updated>2019-07-09T17:45:52Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Repairing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
For those that don&#039;t know the difference between nuggets, bars, fragments, lumps, ingots or rocks of any size.&lt;br /&gt;
&lt;br /&gt;
{{tt|DIR FORGING SOCIETY}} will get you to the Forging Society building in the Crossing or in Riverhaven. In the society&#039;s room descriptions you will see bookstore, tools, supplies (all in different rooms); use {{tt|ORDER}} when you see these rooms.&lt;br /&gt;
&lt;br /&gt;
The forging craft consists of 3 disciplines: Blacksmithing, Weaponsmithing, and Armorsmithing. &lt;br /&gt;
&lt;br /&gt;
==Required Tools, Instructions, and Materials==&lt;br /&gt;
&lt;br /&gt;
The bookstore room is where you buy a book of instructions. The apprentice book is cheapest and will get you to 200 ranks. You will then need to upgrade to a journeyman book which costs 15 plat. The journeyman book will train to 700 ranks. Note those skill levels are based on having no techniques in the three craft areas. The more techniques you get, the quicker you have to move up to a more expensive book. So buy the apprentice blacksmithing book first. If you want to later you can get the apprentice weaponsmithing book and the apprentice armorsmithing book. To start with I will show you how to smelt and refine and then how to make things in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
All forging crafts require the following tools:&lt;br /&gt;
&lt;br /&gt;
* [[Bellows]]&lt;br /&gt;
* [[Forging hammer]]&lt;br /&gt;
* [[Forging oil]]&lt;br /&gt;
* [[Shovel]]&lt;br /&gt;
* [[Tongs]]&lt;br /&gt;
&lt;br /&gt;
Additional tools may be necessary for some tasks and will be noted:&lt;br /&gt;
* [[Aerated salts]]: Used to repair crucibles.&lt;br /&gt;
* [[Borax flux]]: Used in metal refining.&lt;br /&gt;
* [[Pliers]]: Used for crafting, lightening, and reinforcing metal armor and shields.&lt;br /&gt;
* [[Stirring rod]]: Used to smelt and refine metal ingots in a crucible.&lt;br /&gt;
* [[Wire brush]]: Used for metal item repair, as well balancing and honing weapons.&lt;br /&gt;
&lt;br /&gt;
All of these tools are available at the Forging Society, such as in the eastern room of the Crossing Forging Society. Use {{tt|ORDER}} to see a list and to place an order. Player made versions of many of these can be found at the shops in the Plaza, and are of higher quality. In addition, rarely there are some higher quality tools sold at festival shops.&lt;br /&gt;
&lt;br /&gt;
Last note about tools: brushes, flux, and oil have limited usage. They do run out, and you have to buy more. The salts get used up the moment you use them. {{tt|COUNT MY BRUSH}} will show you how many uses are left, same for oil or flux.&lt;br /&gt;
&lt;br /&gt;
Lastly, nuggets and ingots of material can also be purchased from the Society using {{tt|order}} in the right area. Other sources of material include [[Random creature drop|creature drops]], [[Locksmithing skill|boxes]] and [[mining]].&lt;br /&gt;
&lt;br /&gt;
==Smelting and Refining Walkthrough==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please do not choose any techniques yet and do NOT choose a hobby or a career yet. While techniques can be unlearned (at considerate expense), career and hobby choices are permanent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your first goal is to get a basic set of tools from the Forging Society&#039;s equipment room using {{com|order}} and {{com|order}} {{tt|&amp;lt;#&amp;gt;}}. In the Crossing, this is located on the east side. Purchase a stirring rod, a shovel, and a set of bellows.&lt;br /&gt;
&lt;br /&gt;
Your second goal is to do something basic to train some forging. In the supplies room, if you type {{tt|ORDER}}, you will see items you can purchase. Order a huge bronze for 562 copper Kronars, this will yield 5 volume of bronze.&lt;br /&gt;
&lt;br /&gt;
Explore the rooms in the building and {{tt|TAP CRUCIBLE}}, {{tt|TAP ANVIL}}, {{tt|TAP FORGE}} and you will gradually see how things are arranged. In the Crossing Forging Society, there are four crucibles are on the west side of the building. As only one person can use a crucible at a time, find a room that is empty or wait for one to become empty. Use common courtesy, if a room is occupied by someone try another room or wait for it to become empty before attempting to use the tools there.&lt;br /&gt;
&lt;br /&gt;
Next we will cover the manual steps for smelting and then refining any metal into an ingot usable for forging.&lt;br /&gt;
&lt;br /&gt;
===Smelting Metal===&lt;br /&gt;
&lt;br /&gt;
Smelting is simply the process of melting down the metal and forming it into an ingot. It is the starting point not only for blacksmithing items, but also for training weaponsmithing and armorsmithing. For now, this process teaches Forging up to about 75 ranks with standard metals.&lt;br /&gt;
&lt;br /&gt;
Begin by placing your bronze ingot into the crucible using {{com|PUT}} {{tt|MY INGOT IN CRUCIBLE}}. A crucible can hold up to 22 ingots/nuggets/etc or up to 210 volume, whichever comes first. In addition, it cannot hold more than eight different metal types.&lt;br /&gt;
&lt;br /&gt;
With your stirring rod in hand, {{com|STIR}} {{tt|CRUCIBLE WITH MY ROD}} (you can use {{com|mix}} instead of {{com|stir}} as well), until a problem occurs. You can get a number of messages such as stirring works perfectly, but eventually you will receive one of the following messages:&lt;br /&gt;
&lt;br /&gt;
*If the metal starts forming lumps or cooling in places, {{com|TURN}} {{tt|CRUCIBLE WITH MY ROD}}.&lt;br /&gt;
*If the fire is unable to consume its fuel, hold a set of bellows and {{com|PUSH}} {{tt|MY BELLOWS}}.&lt;br /&gt;
*If the fire runs out of fuel, hold a shovel and {{com|PUSH}} {{tt|FUEL WITH MY SHOVEL}}.&lt;br /&gt;
&lt;br /&gt;
Once you have fixed the problem, return to {{com|STIR}}ring until either another problem occurs or the ingot is poured out.&lt;br /&gt;
&lt;br /&gt;
The basic theme is to keep stirring until you complete the product and have a cooled ingot in hand. This process is made easier by the [[Blacksmithing_techniques#Basic_Metal_Smelting|Basic Metal Smelting]] technique, though it is not required.&lt;br /&gt;
&lt;br /&gt;
===Refining Metal===&lt;br /&gt;
&lt;br /&gt;
The only difference between refining and smelting is that you {{com|POUR}} {{tt|MY FLUX INTO CRUCIBLE}} to start the process. From that point forward, either deal with a problem or stir the crucible with your rod just like you were smelting an ingot. Refining only works on a single ingot.&lt;br /&gt;
&lt;br /&gt;
The purpose of refining is to raise the quality (sometimes called purity) of the metal, but has the side effect of reducing the volume by 50%. If you possess the Proficient Refining Technique, the reduction is instead 20% or less (see [[#Refining|Advanced Refining]] for a more thorough discussion).&lt;br /&gt;
&lt;br /&gt;
The higher quality of an ingot, the easier it is (less skill needed) to masterfully-craft an item with it. Generally, if a metal ingot is not at least 70 quality, you cannot create a masterfully-crafted item from it. There are three techniques you can get that allow you to better work with non 99 quality ingots in each Forging discipline ([[Blacksmithing_techniques#Master_Metallurgy|Master Metallurgy]], [[Armorsmithing_techniques#Miscellaneous|Armorcraft Metallurgy]], and [[Weaponsmithing_Techniques#Weaponcraft|Weaponcraft Metallurgy]]).&lt;br /&gt;
&lt;br /&gt;
==Crafting Deeds==&lt;br /&gt;
At this point you may wish to stop. You don&#039;t want to carry around a huge chunk of metal all day. This is where deeds and deed registers come in.&lt;br /&gt;
&lt;br /&gt;
First, you will need a deed packet. This packet is found in the room where you purchased your metal from. Use {{tt|order}} and you will see they are numbers 13, 14, 15. The small packet has 10 forms, the packet has 50, and the large packet has 100. For now get the small deed packet that is number 13.&lt;br /&gt;
&lt;br /&gt;
Secondly, look for a clerk in the building. In the Crossing Forging Society building he is in the eastern section by the crate. {{tt|Ask clerk for register}}. He will give you a register that you can put deeds in (up to 50). Note you can only have one deed register, asking for a second just gives you a copy of the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not do the following, unless you are ready to stop, as it takes ten minutes for deeds to become redeemable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deed packet works so that if you have your ingot in one hand and the packet in the other and use {{tt|PUSH MY INGOT WITH MY PACKET}}, then you have deeded the ingot. Then put the packet away and get the register out.&lt;br /&gt;
&lt;br /&gt;
To then store the deed, {{tt|turn register to page}} &#039;&#039;&amp;lt;#&amp;gt;&#039;&#039; to set the register to the page you wish to store it on, and {{tt|PUT DEED IN MY REGISTER}}. You can also {{tt|turn register to contents}} then {{tt|READ MY REGISTER}} to see what you have. To get the deed out of the register, you {{tt|TURN REGISTER to}} the right page number, then {{tt|tap}}/{{tt|PULL MY REGISTER}}. This will put the deed in your hand. Put the register away. Then {{tt|TAP MY DEED}}, and you should have an ingot in your hand ready to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point you can read about advanced smelting and refining or continue on to the [[#Forging Walkthrough|Forging Walkthrough]].&lt;br /&gt;
&lt;br /&gt;
==Advanced Smelting and Refining==&lt;br /&gt;
&lt;br /&gt;
===Smelting===&lt;br /&gt;
Smelting doesn&#039;t just involve collecting the same ingot types into a larger ingot. It also allows combining of different metals. When smelting multiple items, there are a couple important things to know. These are as follows:&lt;br /&gt;
&lt;br /&gt;
{{tt|COUNT CRUCIBLE}} can be used to see the materials inside the crucible in a more coherent manner.&lt;br /&gt;
&lt;br /&gt;
There are metals which can only be formed from the combination of metals. We&#039;ve already encountered bronze, which is a 1:4 mixture of tin to copper, but there are several others, including steel. When a mixture of several metals is mixed, before any other actions occur, these combination metals will attempt to form. Brass (zinc and copper) will take precedence over bronze, and bronze will take precedence over pewter (tin and lead), if multiple alloys are possible. Steel will not form if anything other than iron and charcoal is in the crucible. Once a combination material is made, it cannot be directly altered. For example, mixing low carbon steel (1 coal to 1 iron) with coal will never change it to high carbon steel (3 coal to 1 iron) or even medium carbon steel (2 coal to 1 iron).&lt;br /&gt;
&lt;br /&gt;
Once that has finished, the stats of the resulting metal will be affected depending on which of two ways the metals combine.&lt;br /&gt;
&lt;br /&gt;
If there is one component that composes 67% of the volume or more, then the base stats will be of that material, and the remaining material will only affect the density. Otherwise, stats will be in the form of [(&amp;lt;material 1 stat&amp;gt; * &amp;lt;material 1 volume&amp;gt;)+(&amp;lt;material 2 stat&amp;gt; * &amp;lt;material 2 volume&amp;gt; )+......+(&amp;lt;material 8 stat&amp;gt; * &amp;lt;material 8 volume&amp;gt;)] / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
===Refining===&lt;br /&gt;
&lt;br /&gt;
Previously, we said that refining will cost either half or 20% of the volume of the material. In truth, it&#039;s better to say that you will lose either 1 out of 2 or fraction of 2, or 1 out of 5 or fraction of 5. For example, if you have 5 volumes and the technique, you&#039;ll lose 1 volume, but if you have 6 volumes and the technique you&#039;ll lose 2 volumes, since that sixth volume is part of another five.&lt;br /&gt;
&lt;br /&gt;
The quality of the metal is very important. If you have a high quality metal you tend to lose a lot less of the metal in the refining process. The table below shows the results.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ How Purity Affect the Volume Lost&lt;br /&gt;
|-&lt;br /&gt;
!Starting Quality!!Amount Lost&amp;lt;br /&amp;gt;Without Technique!!Amount Lost&amp;lt;br /&amp;gt;With Technique&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;71||?||20%&lt;br /&gt;
|-&lt;br /&gt;
|71-80||?||12%&lt;br /&gt;
|-&lt;br /&gt;
|81-90||?||8%&lt;br /&gt;
|-&lt;br /&gt;
|91+||?||5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does this mean? It means the closer to having 99 quality metal, the less metal you lose.&lt;br /&gt;
&lt;br /&gt;
===Reclaiming Metal===&lt;br /&gt;
&lt;br /&gt;
Reclaiming is simply the act of melting down a finished product that either you or someone else has forged. Note that only fully finished items can be reclaimed, and the resulting volume will be reduced in the same way as refining, either 1 out of 2 or 1 out of 5. The process is made easier by knowledge of the Expert Metal Reclamation Technique.&lt;br /&gt;
&lt;br /&gt;
==Forging Walkthrough==&lt;br /&gt;
&lt;br /&gt;
The basic processes of forging work the same in blacksmithing as it does in weaponsmithing or armorsmithing. The only difference is most items in armorsmithing take a great deal of volume to make, and you might have to add a part to the item, like a short pole, long pole, handle, hilt, etc.&lt;br /&gt;
&lt;br /&gt;
===General Tips and Advice===&lt;br /&gt;
&lt;br /&gt;
* If at any time you aren&#039;t sure what to do next, try to {{com|analyze}} the item you are forging. It can also be used to determine certain basic properties of a crafted item. How much you learn about the item through analyzing is dependent on your [[Forging skill]] and known techniques such as Master Metallurgy.&lt;br /&gt;
* For more specific information about an item, {{com|appraise}} {{tt|&amp;lt;item&amp;gt; carefully}} to learn you how its inherent properties compare on the [[Trader&#039;s Scale]] (this requires sufficient [[Appraisal skill]]).&lt;br /&gt;
&lt;br /&gt;
===Forging Items===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s continue on with the process of making something from the metal you refined.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;ve purchased a blacksmithing book from the book store (remember to use {{tt|order}}). In addition, beyond the tools needed for smelting, you will need a set of tongs, a forging hammer (usually a something-peen hammer), and some crafting oil.&lt;br /&gt;
&lt;br /&gt;
When you open the blacksmithing book, {{tt|TURN BLACKSMITHING BOOK TO INDEX}} and you will find at least six chapters. Each chapter is dedicated to specific tools and items. Chapter 1 is Smelting and Other Knowledge which will repeat much of what was learned in the smelting walkthrough, chapter 2 is Forging Tools, chapter 3 is Engineering Tools, chapter 4 is Outfitting Tools, chapter 5 is Alchemy Tools, and chapter 6 is Forged Item Design.&lt;br /&gt;
&lt;br /&gt;
At 0 skill up through around 25 ranks, about all you can do are items that are extremely easy in difficulty. Right now the only extremely easy items to make are in chapter 6. They are the shallow cup and the slender rod. So {{tt|TURN BLACKSMITHING BOOK TO CHAPTER 6}} and {{tt|READ MY BOOK}}, which will show you the chapter index. Then {{tt|TURN BLACKSMITHING BOOK TO PAGE}} &#039;&#039;&amp;lt;whatever the cup is on&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; When ever something changes in forging items or there is a game crash, the page numbers change, so you always have to check the chapter and find what page the item you want to make is on. Do not try to just guess or you may end up making the wrong item.&lt;br /&gt;
&lt;br /&gt;
When you read the book, it tells you a variety of useful information, such as how much metal is required, which techniques covers the item, and any additional pieces besides metal that are needed.&lt;br /&gt;
&lt;br /&gt;
For your first item to make you&#039;re going to forge your bronze ingot into a shallow bronze cup. The cup takes 1 volume of the metal ingot to make so your 2 or even 4 volume ingot is big enough to make at least 2 to 4 cups.&lt;br /&gt;
&lt;br /&gt;
Keep in mind bronze is a heavy metal. The weight is about 6 stones per volume, which is known as it&#039;s density. That means the 1 volume cup will weigh in right at 6 stones. Check the [[:Category:Crafting materials#Common Metals 2|crafting materials document]], and you will see the density of bronze is 6.2. That means if you used 5 volume to make an item, it would weight in at 5 times 6.2 or 31 stones, which is pretty heavy. But bronze also happens to be really easy to work (workability of 70, in a system where higher numbers are easier to work). So for this cup we are trading weight for workability. You want to actually make a decent cup here so we use a heavy bronze.&lt;br /&gt;
&lt;br /&gt;
In the Forging Society buildings, the anvil and forge are usually in a different room from where the crucible is located. In the Crossing, the crucibles are on the west side of the building, and the anvils are beyond arches in the south end of the building. What I did is went through each room and did {{tt|TAP ANVIL}} until I got used to where they were in the different Forging Society buildings. Find an anvil where no one is in the room, and you can begin the shaping process.&lt;br /&gt;
&lt;br /&gt;
# {{tt|PUT MY INGOT ON ANVIL}}.&lt;br /&gt;
# Get the blacksmithing book out. It should already be turned to the right page; if not {{tt|TURN}} it to the right page. Then {{tt|STUDY MY BOOK}}. That will study the book in order to make the shallow cup. Then put the blacksmithing book back in your container.&lt;br /&gt;
# Then get your forging hammer out (usually a diagonal-peen hammer or ball-peen hammer) and your tongs.&lt;br /&gt;
# {{tt|POUND INGOT WITH HAMMER}}. This step will start the process off and if your ingot is too big the remaining part of it will be put in your main {{com|stow}} container.&lt;br /&gt;
# Step four can produce a problem message, and each step after can produce a problem message. The messages, along with what you need to do if that message happens, are:&lt;br /&gt;
:*The fire is unable to consume its fuel - if this happens get out your bellows and {{tt|PUSH MY BELLOWS}}. Then put the bellows up, get your tongs, and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The fire runs out of fuel - Get shovel and {{tt|PUSH FUEL WITH SHOVEL}}, then put the shovel up and {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
:*The item needs straightening or detailing - {{tt|TURN CUP WITH TONGS}} then continue to {{tt|POUND CUP WITH HAMMER}}.&lt;br /&gt;
# When the item is finished being shaped {{tt|PUSH TUB}} which will cool it.&lt;br /&gt;
## At this point, some items require additional pieces, such as a handle for a shovel, or a hilt for a sword, and it will tell you. All of these items can be purchased from the crate in the room where you purchased your tools. To combine a piece with its component, use {{tt|ASSEMBLE}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|WITH}} &#039;&#039;&amp;lt;component&amp;gt;&#039;&#039;.&lt;br /&gt;
# The final step is to {{tt|POUR OIL ON CUP}} to finish it off. Thus you will have completed your shallow bronze cup.&lt;br /&gt;
&lt;br /&gt;
Each item in the book is created the same way. The difference is you can only do the ones you have the skill for or in some cases the one just above that level. Please don&#039;t try to start out with steel on your first item; you won&#039;t have the skill to create an item masterfully with steel yet.&lt;br /&gt;
&lt;br /&gt;
===Forging Differences for Weapons and Armor===&lt;br /&gt;
&lt;br /&gt;
Weapons have an additional step once the hilt or other pieces are combined, and that is grinding. To do this, find a grindstone inside the society, in the Crossing society they are north and south of the clerk, and in the Riverhaven society they are in the same room as your anvil.&lt;br /&gt;
&lt;br /&gt;
To use a grind stone, first {{tt|turn grindstone}} until it is going fast, then {{tt|push grindstone with}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;. After that, pour the oil on as with the blacksmithing items, and you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
For armor, you will need to purchase a set of pliers. Rather than using a grindstone, the various pieces of armor must be woven together by using {{tt|pull}} &#039;&#039;&amp;lt;armor&amp;gt;&#039;&#039; {{tt|with my pliers}}. This may take multiple steps of pulling, each with a variety of messaging, but continue to pull. In addition, during these pulls, you may need to {{tt|assemble}} additional pieces, but this is normal.&lt;br /&gt;
&lt;br /&gt;
At this point you&#039;ve completed all the basic steps you will need to do workorders. The following sections are more advanced subjects and specialist processes.&lt;br /&gt;
&lt;br /&gt;
==Advanced Forging==&lt;br /&gt;
&lt;br /&gt;
This section is for those who have mastered basic forging and smelting and want more information on advanced topics.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
Tempering is the act of reheating a metal item in such a way as that it becomes more durable. This is unlike standard forging in several ways, both conceptual and practical. First, it &#039;&#039;&#039;requires&#039;&#039;&#039; that a specific technique is known or else it cannot be done at any amount of skill. While blacksmithing only has one tempering technique, both armorsmithing and weaponsmithing have two tempering techniques, one which covers normal every-day metals, and one that covers the high end rare metals.&lt;br /&gt;
&lt;br /&gt;
Tempering is immensely useful, especially when making things from fragile materials, but it is absolutely NOT necessary when doing work orders.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll use blacksmithing as an example of how to temper, but the steps are mostly the same for all three disciplines. Please note to get Tool Tempering you need to already know the following techniques in blacksmithing: Basic Metal Smelting, Basic Tool Repair, and Advanced Tool Repair.&lt;br /&gt;
&lt;br /&gt;
# Find an empty room with an anvil, since forges are always found in the same rooms as anvils.&lt;br /&gt;
# First get tongs, make sure you have the item to temper.&lt;br /&gt;
# {{tt|Put}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge}} twice to start the process.&lt;br /&gt;
# {{tt|Turn}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|on forge with my tongs}}.&lt;br /&gt;
: Each time you turn the item with the tongs, you may get one of a number of problem messages that require action to resolve. If you don&#039;t get one of these messages you continue to {{tt|TURN CUP WITH MY TONGS}}. These messages are as follows and how to respond to them.&lt;br /&gt;
* As you finish the fire flickers and is unable to consume its fuel: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* As you finish working the fire dims and produces less heat from ..: Get the bellows out and {{tt|PUSH MY BELLOWS}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and needs more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* fire dies down and appears to need some more fuel: Get the shovel out and {{tt|PUSH FUEL WITH MY SHOVEL}}. Then put it up and get the tongs and {{tt|TURN}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt| ON ANVIL WITH MY TONGS}}.&lt;br /&gt;
* needs to be cleaned of the clay by pouring oil on it: See below.&lt;br /&gt;
* metal looks to be in need of some oil to preserve: This is the final step, so pick up the item, get the oil, and {{tt|POUR OIL ON MY}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Advanced Weaponsmithing===&lt;br /&gt;
====Honing Weapons====&lt;br /&gt;
&lt;br /&gt;
Honing requires a grindstone, a wire brush, and some oil.&lt;br /&gt;
&lt;br /&gt;
Honing a finished weapon will reduce its weight by 8% (round up), but will not drop the weapon down below its 3-density equivalent, or by more than five stones. This means if your weapon is already at 3 stones per volume there is not much reason to hone it. For each stone of weight removed, one point of impact is lost (point, not category).&lt;br /&gt;
&lt;br /&gt;
# Begin by {{tt|STUDY}}ing the appropriate page in your weaponsmithing book (chapter 10 and the metal weapon honing page).&lt;br /&gt;
# Next {{tt|TURN GRINDSTONE}} until it is up to speed (note you usually have to turn it up to 3 times to get it up to speed).&lt;br /&gt;
# Next {{tt|PUSH GRINDSTONE WITH}} &#039;&#039;&amp;lt;weapon&amp;gt;&#039;&#039;.&lt;br /&gt;
## Periodically, you may be required to remove the metal shavings by {{tt|RUB}}bing the weapon with a wire brush. You will see the message when it needs to happen.&lt;br /&gt;
# When finished, another layer of oil &lt;br /&gt;
&lt;br /&gt;
====Balancing Weapons====&lt;br /&gt;
&lt;br /&gt;
Balancing will increase a weapon&#039;s balance at the expense of suitability/power.&lt;br /&gt;
&lt;br /&gt;
The process for balancing is identical to that of honing, only starting with the balancing page.&lt;br /&gt;
&lt;br /&gt;
===Advanced Armorsmithing===&lt;br /&gt;
With techniques, and armorsmith can temper armor, and either lighten or reinforce it. Lightening and Reinforcing are mutually exclusive processes. Once one is done to a piece of armor, the other cannot be performed.&lt;br /&gt;
&lt;br /&gt;
Making a mistake during advanced armorsmithing processes is much more forgiving than during the initial crafting. Failing to successfully temper, lighten, or reinforce armor will reduce the condition of the piece to its minimum. However, the quality of the crafted item is not affected. If you do not have enough skill to succeed or make a mistake during the process, just have the armor repaired at a metal repair shop. You can then either try again, or have someone else do it if you do not have the necessary techniques or skill.&lt;br /&gt;
&lt;br /&gt;
====Tempering Armor====&lt;br /&gt;
Tempering armor increases the durability of the armor without any change to protection, hindrance, or weight.&lt;br /&gt;
&lt;br /&gt;
Tempering armor requires one of two special techniques: Metal Armor Tempering (a very easy template), and Rare-Metal Armor Tempering (a simple template). These techniques only enable you to temper common or rare metal armor. They do not make tempering armor easier like other armorsmithing techniques. While you may be able make to masterfully-crafted rare metal armor, you may not be able to temper it until you are close to 300 Forging.&lt;br /&gt;
&lt;br /&gt;
For the steps to temper a piece of armor, see [[Forging_guide#Tempering|Tempering]] above.&lt;br /&gt;
&lt;br /&gt;
====Lightening Armor====&lt;br /&gt;
Lightening armor reduces the weight of the item by 10% without any change to protection or hindrance. You will need to know the Metal Armor Lightening technique to lighten armor.&lt;br /&gt;
&lt;br /&gt;
Lightening armor is an extremely easy template. This technique does not make lightening armor easier.&lt;br /&gt;
&lt;br /&gt;
The weight calculation is done with integer math. As an example, if your item weighs 12 stone then 12 x 90% = 10.8. Forget about any value after the decimal point, so your lightened armor will weigh 10 stones.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
====Reinforcing Armor====&lt;br /&gt;
Reinforcement results in a protection increase, at the expense of weight (a 20% increase) and a small amount of hindrance. Absorption is unchanged by reinforcing. The weight increase is calculated with integer math (drop any decimal place).&lt;br /&gt;
&lt;br /&gt;
The process for reinforcing armor is almost identical to lightening armor, with the addition of adding leather strips.&lt;br /&gt;
&lt;br /&gt;
# Begin by {{com|study}}ing the instructions in your armorsmithing book (chapter 5)&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|turn}} {{tt|grindstone}} three times, until it is spinning fast&lt;br /&gt;
# {{com|push}} {{tt|grindstone with &amp;lt;armor&amp;gt;}}&lt;br /&gt;
# Repeat steps 4 and 5 until you see the armor needs reassembly with the hammer&lt;br /&gt;
# {{com|pound}} {{tt|&amp;lt;armor&amp;gt; with hammer}} on the anvil&lt;br /&gt;
# {{com|assemble}} {{tt|&amp;lt;armor&amp;gt; with strips}} using leather strips sold in the Forging Society&lt;br /&gt;
# {{com|pull}} {{tt|&amp;lt;armor&amp;gt; with pliers}} in your hands&lt;br /&gt;
# {{com|pour}} {{tt|oil on &amp;lt;armor&amp;gt;}} to finish&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Processess===&lt;br /&gt;
&lt;br /&gt;
====Repairing====&lt;br /&gt;
Just like armor and weapons, tools degrade with use. Unless you wish to repair them yourself, you will need to take the tools to the Engineering Society building ({{tt|DIR ENGINEERING SOCIETY}}) and then you go building, go west. The NPC you find there will repair tools.&lt;br /&gt;
&lt;br /&gt;
All metal tools, armor, weapons, and shields, as well as a few stone tools, can be repaired in the field.&lt;br /&gt;
&lt;br /&gt;
While the process is simple, lack of sufficient Forging skill can result in additional damage, rather than repair. You will need a wire brush and crafting oil, both purchasable from the Forging Societies.&lt;br /&gt;
&lt;br /&gt;
First {{com|Rub}}, {{com|Scrape}} or {{com|Clean}} the item with a wire brush, and then {{com|Pour}} oil on it.&lt;br /&gt;
&lt;br /&gt;
The process is simple, but without the appropriate repair techs, it can be a very time consuming process.&lt;br /&gt;
&lt;br /&gt;
====Appearances and Cleaning Cloths====&lt;br /&gt;
&lt;br /&gt;
{{tt|RUB}}ing a weapon, armor, shield, or tool with a cleaning cloth will allow you to bring out different aspects. This also works on armor.&lt;br /&gt;
&lt;br /&gt;
Using weapons as an example:&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;metal&amp;gt; &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a tempered &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt;&lt;br /&gt;
# a &amp;lt;mod&amp;gt; &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a tempered blade/head&lt;br /&gt;
# a &amp;lt;weapon&amp;gt; with a &amp;lt;mod&amp;gt; blade/head/design/finish&lt;br /&gt;
# a &amp;lt;weapon&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, &amp;lt;mod&amp;gt; means either &amp;quot;honed&amp;quot; or &amp;quot;balanced,&amp;quot; and the blade/head/design/finish depends on weapon type and mod.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
! rowspan=2 | Rank || colspan=4 | Technique Slots&lt;br /&gt;
|-&lt;br /&gt;
! General || Career || Hobby || Guild Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1 || 1 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 2 || 2 || 2 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 3 || 3 || 3 || 3 (if applicable)&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 4 || 4 || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 5 || 5 || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 6 || 6 || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| 250 || 7 || 7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 300 || 8 || 8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 400 || 9 || 9 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 10 || 10 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 700 || 11 || 11 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 900 || 12 || 12 || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || 13 || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This part explains some information about techniques and metal properties and how to use them.&lt;br /&gt;
&lt;br /&gt;
What do techniques really do? Most of them allow you to make items sooner than you normally would based on skill. Even at the highest levels of skill, some items are just too difficult to make in difficult metals without them. This means you can do most things in most crafts without any techniques at all, but certain things will effectively require the techniques.&lt;br /&gt;
&lt;br /&gt;
Technique slots are gained based on skill, with additional ones gained due to Career, Hobby, or Guild choices. Consult the chart to the right to see at which ranks in skill a slot is received.&lt;br /&gt;
&lt;br /&gt;
As shown, at the time a normal slot is received, if the person has a career, hobby, or is of the right guild, an addition slot in that area may be awarded.&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
===Careers and Hobbies===&lt;br /&gt;
&lt;br /&gt;
Careers and hobbies are much like picking a guild, in that once you choose them, there is no going back. &#039;&#039;&#039;However, unlike guilds, there is no necessity to pick them right away.&#039;&#039;&#039; It is perfectly possible to experience the lower levels of a craft without having a hobby or career in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is HIGHLY advised that no career or hobby be chosen until there is certainty. There is no going back.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to granting you bonus technique slots, they give a skill bonus to the making of items within that discipline.&lt;br /&gt;
&lt;br /&gt;
It should be noted that careers and hobbies are picked from the discipline level, rather than the skill level, which means that you cannot take a hobby in forging, it must be in &lt;br /&gt;
&lt;br /&gt;
===Repairing Techniques===&lt;br /&gt;
&lt;br /&gt;
Each of the three disciplines of forging have their own repair techniques. The various techniques will reduce the RT of the repair, increase how much damage is repaired with each action, and finally make your piece of equipment immune to damage for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Tempering===&lt;br /&gt;
&lt;br /&gt;
In addition, each discipline has tempering techniques that are needed to harden the items made so they are more durable. Without the tempering techniques you can&#039;t make a sword or armor or tool more durable. They still work, but they will become damaged sooner than those that have been hardened by the tempering.&lt;br /&gt;
&lt;br /&gt;
In blacksmithing, there is one technique for tempering and it will allow you to temper any metal. But in weaponsmithing and armorsmithing you need separate techniques, one for common and one for rare metals.&lt;br /&gt;
&lt;br /&gt;
===Weapon Enhancements===&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing has two techniques that help you modify weapons called honing (Reduces weight without reducing the puncture and slice of an item), and Balancing (used to improve a weapon for high agility rather than strength). You can&#039;t change how the weapons you make perform unless you have those techniques. It requires 200 ranks of forging to balance (and likely hone) a weapon successfully, at which point, contrary to what the weaponsmithing book states, all weapons may be successfully enhanced.&lt;br /&gt;
&lt;br /&gt;
===Armor Enhancements===&lt;br /&gt;
&lt;br /&gt;
In armorsmithing there are two techniques, one for lightening and one for reinforcing. You can&#039;t modify armor from the basic set without those two techniques. Any other techniques in those three areas will only help you do something a little bit before you have the skill to actually do them. So these techniques are vital for those areas.&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing Techniques===&lt;br /&gt;
&lt;br /&gt;
Now in blacksmithing techniques, there is one that is especially nice to have.&lt;br /&gt;
&lt;br /&gt;
The Master Metallurgy technique allows you to see the metal composition of ingots and forged items such as tools, weapons and armor given enough skill. This means you can look at the items and figure out what metal was used in making it. Or if you made something and you forgot what you did, you can at least see the metal make up of the ingot used to create the item. To do so, simply hold the ingot/item and analyze it, and you&#039;ll get a description back like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The metal appears to be composed of: 2.25% brass, 75.24% bronze, 3.98% high carbon steel, 0.04% oravir, 0.10% gold, 0.00% lead, 6.12% medium carbon steel, and 12.23% silver.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also the Maker Mark Design technique allows you to make marks that you can use to stamp the item as yours. Without that technique (and it takes 2 other techniques to get it), you cannot make marks at all, though you can have someone else make a mark for you to use, if they have the techniques.&lt;br /&gt;
&lt;br /&gt;
===Technique Combinations===&lt;br /&gt;
&lt;br /&gt;
You can work every craft even without careers and hobbies, but you will only gain techniques from your skill, and right now that means a max of 13 techniques by the time you hit 1200 ranks. Most of the techniques you will pick up in the first 300 ranks (8 techniques). This means you need to concentrate on limited areas in the other crafts for the limited techniques you can gain.&lt;br /&gt;
&lt;br /&gt;
I have seen folks work skill in forging simply to get all the repair techniques in each part of forging (4 techniques in blacksmithing, 3 in weaponsmithing, 3 in armorsmithing), that means to repair all the items that can be made in forging took 10 techniques. Those folks then tend to spread the other 5 techniques as they can grow where they want to concentrate. For instance, putting the last 5 techniques in weaponsmithing or armorsmithing or blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have seen others get the tool repair techniques in blacksmithing (4), the tempering and special needed techniques in both weaponsmithing and armorsmithing (4 each) for 12 techniques and get the tempering technique in blacksmithing.&lt;br /&gt;
&lt;br /&gt;
I have also seen folks go for just one area but get the tool repair techniques in blacksmithing and then put everything else in either armorsmithing or weaponsmithing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The good thing about this is if you change your mind you can unlearn techniques, but you can&#039;t change a career or hobby. So if you decide you want to modify things and go for one part of the forging area, put all 13 techniques into weaponsmithing. Or get 4 in blacksmithing to repair tools and 9 in armorsmithing then you can do that. Just don&#039;t choose careers and hobbies until you are absolutely sure what you want to do.&lt;br /&gt;
&lt;br /&gt;
==Metallurgy==&lt;br /&gt;
&lt;br /&gt;
===Workability===&lt;br /&gt;
&lt;br /&gt;
The last part of this is making items. To make items you need to know certain things about metals. The higher the workability of the metal the easier it is to make the item you&#039;re trying to make masterfully. So, on the [[:Category:Crafting materials|crafting materials page]], you see the properties for all normal and rare metals. Notice almost all rare metals have a really low workability. Thus you need more skill to use them. There are a couple exceptions, however, such as darkstone. For that reason you will see many folks using tools or weapons made from darkstone.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Adjust Density/Weight===&lt;br /&gt;
&lt;br /&gt;
There are two types of metal mixing. If you have at least 67% of one metal you end up with that metal with all its properties only modified by density. The second type is called alloys. You get alloys when no metal makes up at least 67% of the metal.&lt;br /&gt;
&lt;br /&gt;
When mixing metals for weight, it is important to know the lower and upper limits for density:&lt;br /&gt;
&lt;br /&gt;
* No item can be crafted from an ingot below 3.0 density. No item can be crafted from metal below 3.0 density. Any ingot that is not at least this minimum density will shatter when struck with the hammer. You can get the pieces and smelt them back into an ingot but you won&#039;t be able to make the item.&lt;br /&gt;
&lt;br /&gt;
* Weapon templates &amp;quot;cap&amp;quot; at 7.5 density. Any weapon made from metal with more than 7.5 density will have the same stats as it it were crafted from an ingot at 7.5 density but will have more weight. This means that weapons made from metals at higher than 7.5 density will increase in weight, but the damage will not be any better. Beware of haralun mixed with platinum!&lt;br /&gt;
&lt;br /&gt;
* Armor, on the other hand, will improve beyond 7.5 density. The effects can be seen making 7.5 density quelium chain vs 7.794 density quelium. Absorbs for 7.5 are &amp;quot;very great&amp;quot; (12/18) vs &amp;quot;extreme&amp;quot; (13/18) on the 7.794 density.&lt;br /&gt;
&lt;br /&gt;
Now why is that important?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to make a tool for forging like tongs. First, check the blacksmithing book under forging tools chapter 2. You will find the first tongs you can make are straight metal-type tongs using 10 volume of metal, and they are simple difficulty (200 skill to make with no techniques or maybe 150 skill with certain techniques).&lt;br /&gt;
&lt;br /&gt;
In addition, the books says high resistance to fire and light are key to the best tongs. Covellite is a very light and heat resistant normal metal making it ideal for tongs, but its density is 2.0. That means you have to mix it with another metal to raise the density so it hits at least 3.0. So covellite is the most heat-resistant metal, but it&#039;s only 2.0 density. So we must make it heavier but leave enough covellite so that we are only changing the weight, not the underlying properties of the metal. Any metal ingot that is at least 67% of one metal remains that metal with all its properties. So we want to create a an ingot that is 10 volume, consisting of at least 67% covellite, and with at least 3.0 density. So we want a 10 volume x 3.0 density = 30 stone weight ingot. One simple way of achieving this is to add up the weight of individual volumes of metal until we get to the weight we want. Since we know we need at least 67% covellite, we must use at least 6.7 volume of covellite in our ingot (more is ok too). One solution is to use 8 volume of covellite (80%) and 2 volume of copper (20%). The weight of the covellite will be 2.0 density x 8 volume = 16 stone. The weight of the copper will be 7.0 density x 2 volume = 14 stone. Adding the weight and volumes of the two together, we get a 30 stone ingot with 10 volume, or 30 / 10 = 3.0 density. This mix will be perfect for our set of straight tongs.&lt;br /&gt;
&lt;br /&gt;
Many items such as weapons can benefit from being heavier or lighter. Right now my primary means of making a metal lighter is to make it with 70% of the main metal (bronze, steel, etc.), and 30% of oravir which has 1.0 density. If I want the weapon heavier like blunts for instance I would use 70% of the main metal and 30% of gold or platinum to add weight to the item. The key is getting the right mix with the right results.&lt;br /&gt;
&lt;br /&gt;
One application of mixing metals is making armor from mixed covellite. With a bit of research, you will find that a full suit of chain armor can be made with 73 volume of metal (using a ring mask, ring cap, ring greaves, ring tasset, ring sleeves, and ring mantle). This full suit of armor in covellite weighs 73 x 3.0 density = 219 stones. Each piece can then be further lightened by the armorsmith another 10% to bring the total weight down to just 194 stones. By comparison this is less total weight than most bone, cloth or leather light armor suits. This chain armor would be perfect for many new adventurers coming into the lands to reduce weight on them for hunting.&lt;br /&gt;
&lt;br /&gt;
===Mixing Metals to Create Alloys===&lt;br /&gt;
&lt;br /&gt;
Alloys occur when no metal in an ingot makes up at least 67% of the composition. Alloys do allow you to adjust a metal&#039;s properties. This means you can change all seven properties of the metal. Stats will calculated be in the form of (&amp;lt;material 1 stat&amp;gt; x &amp;lt;material 1 volume&amp;gt; + &amp;lt;material 2 stat&amp;gt; x &amp;lt;material 2 volume&amp;gt;) / &amp;lt;total volume&amp;gt;, i.e. an average weighted by volume.&lt;br /&gt;
&lt;br /&gt;
What can you do with an alloy? Glad you asked! Lets say you have glaes rare metal (workability 10), and you have darkstone rare metal (workability 75). You do not have the skill yet to actually make anything from glaes because of its low workability number. So you mix 5 volume of glaes with 5 volume of darkstone. What do you end up with? You end up with a glaes alloy or darkstone alloy ingot that has 10 volume and a workability of 42.5 (75 x 5 = 375, 10 x 5 = 50, 375 + 50 = 425, and 425 / 10 = 42.5). So you have turned a metal into something you might actually be able to work into something even though you did change all the metal&#039;s properties.&lt;br /&gt;
&lt;br /&gt;
You probably don&#039;t actually want to mix glaes with darkstone, but metal alloys do have applications elsewhere. It has been discovered that an alloy of 60% high carbon steel and 40% low carbon steel will usually make armor that performs identically to armor made out of 100% high carbon steel. Why is this important? Well, the steel alloy has a durability of 47 (high carbon steel has a durability of just 25) so the end product ends up being almost twice as durable with the same hindrance, protection, and absorption.&lt;br /&gt;
&lt;br /&gt;
===Advanced Metallurgy===&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve mastered mixing ingots to 67% by mixing 67 volumes of steel with 33 volume of platinum. But, it&#039;s not often you find yourself in possession of 67 volumes of rare metals such as glaes. How do you get that perfect 67/33 mix with less than 67 volume?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say we want to make a glaes light throwing axe (6 volume) that weighs only 18 stone. To make this we need 6 volume x 67% = 4.02 volume of glaes. When calculating how many volumes you will actually need, always round up to the next whole number (we will need 5 volume of glaes to make this axe). But how do you go from 5 to 4.02 volumes of glaes? The answer is by doing multiple mixes, you can hit your exact target number. In this example we will be combining 5 volume of glaes with 14 volume of oravir to create a 6 volume glaes ingot comprised of 67% glaes, 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Start by cutting off 1 volume of glaes and mixing it with 1 volume of oravir. This leaves us with an alloy of 2 volume of 50% glaes and 50% oravir. Next, we cut off 1 volume of the 50/50 mix and mix with 4 more volume of oravir. We now have 5 volume of 10% glaes and 90% oravir. Finally, we mix 1 volume of the 10/90 mix with 9 more volume of oravir and get an additional 10 volume of 1% glaes and 99% oravir. We can now mix 4 volume of pure glaes with 2 volume of the 1% glaes, 99% oravir mix resulting in a 6 volume glaes ingot of 67% glaes and 33% oravir.&lt;br /&gt;
&lt;br /&gt;
Even if you don&#039;t want to do the math or mixing yourself, it can be worthwhile to seek out a metallurgist who will make that perfect ingot for you.&lt;br /&gt;
&lt;br /&gt;
==Work Orders==&lt;br /&gt;
&lt;br /&gt;
If you decide to do work orders to get paid for the things you do, then the room with BOOKS in the description is where you purchase a {{ilink|i|forging work order logbook}}.&lt;br /&gt;
&lt;br /&gt;
You will ask the society leader for either easy, challenging or hard blacksmithing/weaponsmithing/armorsmithing work. He will give you a task. The goal is to get paid the best and complete the item with as good of a quality as possible.&lt;br /&gt;
&lt;br /&gt;
To do this, use the highest workability metal you can use and in addition to actually training the skill, you will get paid also. It&#039;s not always the best item that way, but the quality will be better, and you will get paid more for the work order than you would if you had used other metals.&lt;br /&gt;
&lt;br /&gt;
Unless you have a good source of metal you will also probably have to buy the metal in the shop and bronze usually works good for that.&lt;br /&gt;
&lt;br /&gt;
===[[Prestige]]===&lt;br /&gt;
&lt;br /&gt;
Work orders generate prestige, and that prestige is used to eventually qualify for a [[Maker_mark]]. So if you make something and turn it in, you must do so again before 5 days go by or you start to lose prestige again. You also should probably pick a craft (forging, alchemy, enchanting, outfitting, or engineering) where you will do your main work orders in for getting a maker&#039;s mark (this is a certain level of prestige build-up; see [[Crafting]]).&lt;br /&gt;
&lt;br /&gt;
Everyone does this differently. I know some that do work orders in every craft currently present. They love making the coins. I know some that pick only one craft to do work orders in and the rest they just train in when they can. How you do it is eventually up to you. If your goal is a maker&#039;s mark then I would concentrate on one craft. Once you get enough to get the maker&#039;s mark then you can have someone make it and you can then branch out and do work orders whenever you want to in as many crafts as you want to.&lt;br /&gt;
&lt;br /&gt;
Doing work orders trains well and pays pretty well. Remember you can study any crafting master in the Forging Society buildings to get syntax on how to ask them things. If you have no techniques and no career or hobby, start with easy work orders. If you have techniques but no career or hobby start with challenging work orders. Hard work orders can be done as you approach the next level of difficulty with top of the line tools around 30-50 ranks before you get there or if you have a career or hobby plus techniques. With good tools my work so far tells me you can do challenging work orders with high workability materials most of the time.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* Can I wait to temper/seal/reinforce/etc. an item?&lt;br /&gt;
: Yes, the modifications can always be added on later, but they cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{{Cat|New player guides,Crafting player guides}}&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Skills_3.0&amp;diff=504395</id>
		<title>Skills 3.0</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Skills_3.0&amp;diff=504395"/>
		<updated>2019-06-25T06:30:51Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Mech Split */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{merge}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;[[DragonRealms 3.0|DR3]]&#039;&#039;&#039; rolls in a significant overhaul to &#039;&#039;&#039;[[skills]]&#039;&#039;&#039;. In previous iterations of DR, a number of skills were over-generalized, where one skill covered an unwieldy number of discrete systems (eg. [[Mechanical Lore skill|Mechanical Lore]]).  On the flip side, there were several skills that were very niche (eg. [[Animal Lore skill|Animal Lore]], [[Vocals skill|Vocals]]), meaning they had few uses, and were largely trained only to generate [[TDP]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Mech Split==&lt;br /&gt;
The largest skill change will occur with [[Mechanical Lore skill|Mechanical Lore]].  Mech will be replaced entirely with five new {{Skillset|Lore}} skills, known collectively as the [[crafting]] skills.  This will be a gradual rollout however as the number of new creation systems involved is quite large.  Mech Lore will retain its functionality in a particular area until the relevant skill or system that replaces it is released.&lt;br /&gt;
&lt;br /&gt;
The new skills, and the creation systems they each will control, are as follows.  &#039;&#039;&#039;Bold&#039;&#039;&#039; indicates that the craft is live in game; &#039;&#039;italics&#039;&#039; indicates that the craft has not yet been released:&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Forging}}&#039;&#039;&#039; - &#039;&#039;&#039;[[Blacksmithing]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Weaponsmithing]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Armorsmithing]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Engineering}}&#039;&#039;&#039; - &#039;&#039;&#039;[[Carving]]&#039;&#039;&#039;, &#039;&#039;[[Shaping]]&#039;&#039;, and &#039;&#039;[[Tinkering]]&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Outfitting}}&#039;&#039;&#039; - &#039;&#039;[[Artistry]]&#039;&#039;, &#039;&#039;[[Jewelry Making]]&#039;&#039;, and &#039;&#039;&#039;[[Tailoring]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;{{skill|Enchanting}}&#039;&#039; - &#039;&#039;[[Binding]]&#039;&#039;, &#039;&#039;[[Invoking]]&#039;&#039;, and &#039;&#039;&#039;[[Artificing]]&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Alchemy}}&#039;&#039;&#039; - &#039;&#039;[[Cooking]]&#039;&#039;, &#039;&#039;[[Poisons]]&#039;&#039;, and &#039;&#039;&#039;[[Remedies]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You will be able to allocate your Mech ranks into the new skills using the {{com|convert}} command.  You can only move experience into each crafting skill once.  However, {{tt|CONVERT}} allows you to preview each split before making it permanent.&lt;br /&gt;
&lt;br /&gt;
As of Sepetember 2013, only Forging, Engineering, Outfitting, and Alchemy are enabled, so consider carefully whether you want to hold back any Mech ranks for Enchanting before finalizing your split.&lt;br /&gt;
&lt;br /&gt;
==Changes to Commands==&lt;br /&gt;
==={{com|experience}}===&lt;br /&gt;
&#039;&#039;&#039;{{tt|EXP}}&#039;&#039;&#039; has gained a few new options.&lt;br /&gt;
&lt;br /&gt;
*{{tt|experience skill}} will now list the shorthands for all skills.  Shorthands for discontinued or merged skills (eg. Foraging, Teaching, Medium Edged) will output the new skill (eg. Athletics, Scholarship, Small Edged).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{tt|experience bonus}}&#039;&#039;&#039; will display the state of your bonus pools.  &#039;&#039;&#039;{{tt|EXP BONUS TOGGLE}} &#039;&#039;&amp;lt;skillset&amp;gt;&#039;&#039;&#039;&#039; will turn the bonus pool drain for that skillset on and off.  A timer may be added, eventually.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{tt|experience switch}}&#039;&#039;&#039; can be used for a limited time to swap the experience levels for the four new Magic skills, [[Augmentation skill|Augmentation]], [[Debilitation skill|Debilitation]], [[Warding skill|Warding]], and [[Utility skill|Utility]].  This command will work for the first week after DR3&#039;s release, or the first 24 in-game hours after your character first logs in and is converted to DR3, whichever is later.&lt;br /&gt;
&lt;br /&gt;
==={{com|Discern}}===&lt;br /&gt;
This is a new command released with DR3.  See {{com|Discern}} for details.&lt;br /&gt;
&lt;br /&gt;
==={{com|Focus}} and {{com|Invoke}}===&lt;br /&gt;
The way these commands work with cambrinth has changed significantly.  In brief, {{tt|Focus}} now provides information only, and {{tt|INVOKE}} is used to activate the cambrinth and ready the mana within it for use.&lt;br /&gt;
&lt;br /&gt;
==Changes to TDPs==&lt;br /&gt;
*Unlike previously announced, the way TDPs are earned did not change. However, all TDPs spent on spell slots or learning scrolls will be refunded, as other mechanics are being implemented for those systems and they will no longer work off spell slots.  See [[Magic 3.0]] for details.&lt;br /&gt;
&lt;br /&gt;
*Because many skills have been combined or eliminated, some characters may have a net gain of TDPs after conversion to DR3, while others might have a negative TDP balance.  See [[#FAQ|FAQ]] section below.&lt;br /&gt;
&lt;br /&gt;
*[[Stats]] are now supported over a wider range than previously, so all players will receive the option to reset their stats twice in the first six months post release to allow rebalancing if desired.  This can be done by using the {{com|RESPEC}} command.&lt;br /&gt;
&lt;br /&gt;
==Changes to Skills==&lt;br /&gt;
&lt;br /&gt;
===New Skills===&lt;br /&gt;
*&#039;&#039;&#039;Forging, Engineering, Outfitting, Enchanting, and Alchemy&#039;&#039;&#039;: See the section on the Mech Split above.&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Defending}}&#039;&#039;&#039;: Defending indicates your overall ability to defend against attacks, and is in the Armor skillset. It replaces Multiple Opponent&#039;s functionality as the skill used when being engaged with multiple foes, and also increases your defensive skills so that they&#039;re more effective overall. Defending is best trained by being in combat and successfully defending against an attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Melee Mastery}} and {{Skill|Missile Mastery}}&#039;&#039;&#039;: The Mastery skills indicate your overall ability with that class of weapon, and are in the Weapon skillset. Having a high Mastery skill gives you a bonus when using that kind of weapon - This is especially helpful during backtraining. The best way to train the Mastery skills is to train multiple weapons of that type. You can mind lock a Mastery skill using just one weapon, but you&#039;re better off training multiple weapons. For clarity thrown weapons count as ranged weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Augmentation}}&#039;&#039;&#039;: Augmentation is one of the new magic skills, which gauges your ability to successfully augment yourself magically/supernaturally. It is the primary skill taken into account when casting spells that buff yourself or others. See the [[Magic 3.0]] page for details on how to best train Augmentation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Debilitation}}:&#039;&#039;&#039; Debilitation is one of the new magic skills, which gauges your ability to successfully penalize others without causing direct damage. It is the primary skill taken into account when casting spells that debuff others. See the Magic page for details on how to best train Debilitation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Utility}}&#039;&#039;&#039;: Utility is one of the new magic skills, which gauges your ability to perform miscellaneous magical tasks that don&#039;t fit neatly into the other four spell skills. See the Magic page for details on how to best train Utility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Warding}}&#039;&#039;&#039;: Warding is one of the new magic skills, which gauges your ability to successfully use barrier spells and abilities. It is the primary skill taken into account when casting spells like Ethereal Shield, Manifest Force, etc. See the Magic page for details on how to best train Warding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Sorcery}}&#039;&#039;&#039;: Sorcery is another new magic skill, but it behaves very differently than the other four new skills. Your Sorcery skill indicates your ability to use mana types that you&#039;re unfamiliar with. This is used instead of your Primary Magic skill to determine if you&#039;re able to cast a spell that uses a different mana type. Training this skill is NOT, in and of itself, illegal. However, some spells are still illegal to use in any town, and if you use them you can be charged with Forbidden Practices. The best way to train Sorcery is simply to cast spells from other mana types that you find on scrolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{skill|Tactics}}&#039;&#039;&#039;: Tactics is a new skill in the Lore skillset. It has two current main uses: Applying multiple-opponent penalties to a target (useful for ganging up on people), and using non-damaging brawling moves. The best way to train it is to use tactical maneuvers like WEAVE and BOB against creatures.&lt;br /&gt;
&lt;br /&gt;
===General Method for Combining Skills===&lt;br /&gt;
&lt;br /&gt;
When two skills are combined, the new skill will be set to the higher of the two skills and the &amp;quot;lost&amp;quot; experience will be placed in an Overflow Pool. Each skillset has a separate pool, and so long as any is left in the pool, all skills learned in that skillset will receive a bonus to the drained bits. This bonus can be combined with RPA and other experience bonuses, though they are additive.&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
There are two exceptions to the previous rule.&lt;br /&gt;
&lt;br /&gt;
* If Stalking is higher than Hiding, the Stealth skill will only be raised to a maximum of 30% over the Hiding skill.&lt;br /&gt;
* Only Bards will have Vocals count toward the Performance skill and will only receive up to 30% above their highest instrument skill. All others will have it completely moved to the bonus pool.&lt;br /&gt;
&lt;br /&gt;
====List of Combined and Renamed Skills====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Light Armor&#039;&#039;&#039;: Leather armor, Bone armor, and Cloth armor have been combined into the Light Armor skill. This skill determines your ability with all of these kinds of armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chain Armor&#039;&#039;&#039;: Heavy Chain and Light Chain have been combined into Chain Armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brigandine Armor&#039;&#039;&#039;: Light Plate armor is now known as Brigandine Armor, and includes armors formed of sewn plates and also what is commonly known as &#039;banded mail&#039;. This allows for further expansion of this niche.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: Heavy Plate Armor has been renamed to be simply Plate Armor&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Small Edged&#039;&#039;&#039;: Light Edged and Medium Edged have been combined into the Small Edged skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Small Blunt&#039;&#039;&#039;: Light Blunt and Medium Blunt have been combined into the Small Blunt skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slings&#039;&#039;&#039;: Slings and Staff Slings have been combined under the Slings skill now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bows&#039;&#039;&#039;: Longbow, Short Bow, and Composite Bows all use the Bows skill now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crossbows&#039;&#039;&#039;: Light and Heavy Crossbows will all use the Crossbows skill now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staves&#039;&#039;&#039;: Short Staff and Quarterstaff weapons will now use the Staves skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Polearms&#039;&#039;&#039;: Halberds and Pikes will now use the Polearms skill. This opens up the opportunity for exotic polearms as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attunement&#039;&#039;&#039;: Harness and Power Perception have been combined into the Attunement skill. See the Magic page for more details.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039;: Climbing, Swimming, and (contrary to previous GM statements) Escaping have been combined into the Athletics skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;: Hiding and Stalking have been combined into the Stealth skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Locksmithing&#039;&#039;&#039;: Lockpicking and Disarm Traps have been combined into the Locksmithing skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thievery&#039;&#039;&#039;: Stealing has been renamed Thievery in order to allow for more opportunities to expand on the concepts there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outdoorsmanship&#039;&#039;&#039;: Outdoorsmanship combines Foraging and Animal Lore.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing&#039;&#039;&#039;: Performing includes all of the instrument skills - Percussions, Winds, Strings, and Vocals. However, Vocals will not count toward the new Performing skill unless you&#039;re a Bard.&lt;br /&gt;
&lt;br /&gt;
=====Weapon and Armor Types=====&lt;br /&gt;
It should be noted that the classification of weapons and armor is not changing. There still will exist light edged and medium edged weapons, for example, though they both teach the Small Edges skill.&lt;br /&gt;
&lt;br /&gt;
For most things the distinction is unimportant, but certain abilities such as Backstab still take the difference into account.&lt;br /&gt;
&lt;br /&gt;
===Retired Skills===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Opponent&#039;&#039;&#039;: &amp;lt;br /&amp;gt;&lt;br /&gt;
Multiple Opponent no longer exists, because in its old incarnation it was difficult to train and harder to write fun abilities for. The skill checks that used to depend on MO will mostly now use Defending.&lt;br /&gt;
&lt;br /&gt;
MO experience will not be moved into the weapons bonus pool, as both Defending and Tactics will partially derive their levels from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escaping&#039;&#039;&#039;: &amp;lt;br /&amp;gt;&lt;br /&gt;
Escaping has been removed because it was too narrowly-defined to be expanded into a useful, widely trainable skill. Most of the skill checks that used to use escaping (notably, webs) will now use Athletics. Some (like escaping from the guards) will use Thievery.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
The new magic skills will be derived as a percentage of your Primary Magic. The command {{tt|SWITCH}} &#039;&#039;&amp;lt;skill1&amp;gt;&#039;&#039; &#039;&#039;skill2&amp;gt;&#039;&#039; can be used to swap two magic skills. It can be used up to 24 hours after being converted to 3.0, but will not function if there is field experience in either of the two skills being switched.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirement Terminology==&lt;br /&gt;
A hard requirement is a skill that has its own specific requirement and &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to satisfy general skillset requirements.&lt;br /&gt;
&lt;br /&gt;
A soft requirement is a skill that has its own specific requirement and &#039;&#039;&#039;can&#039;&#039;&#039; be used to satisfy general skillset requirements.&lt;br /&gt;
&lt;br /&gt;
A restricted skill is one that can be trained, but cannot be used to satisfy any circling requirements.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
* &#039;&#039;&#039;Q: I&#039;ve got negative TDPs, what happens?&#039;&#039;&#039;&lt;br /&gt;
: Nothing. Consider it a loan against TDPs gained in the future. You&#039;ll just have to start paying them off as you go.&lt;br /&gt;
&lt;br /&gt;
: The reason TDPs might be negative is from having a significant number of ranks in skills that were merged or eliminated.  On the bright side, this most likely also means that you have significant bonus pools, and as you re-absorb that experience, you will regain ranks and thus TDPs more quickly than normal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Q: I got an AFK scripting warning recently. How will that affect me?&#039;&#039;&#039;&lt;br /&gt;
: A: Due to the magnitude of these changes, warnings will not prevent you from being grandfathered. All characters will receive the full montage of upgrades and increases, regardless of their sordid past.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Q: I could be circle 150 right now, but I&#039;m not circling for RP reasons. Will my skills get grandfathered as if I was 150th circle?&#039;&#039;&#039;&lt;br /&gt;
: A: Unfortunately, no. The system can only know what level you ARE, not what level you should be. This was one of the reasons that the circle range above 150th circle was opened up - to allow people to be grandfathered appropriately. We strongly advise everyone to circle as high as they are able before 3.0 in order to get all of their skills grandfathered appropriately.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.elanthia.org/3.0%20Conversion.xls 3.0 Conversion Spreadsheet]: Calculates your current and future ranks, TDPs, and circle based on the latest information about Skills 3.0.&lt;br /&gt;
* [http://fallenbard.hostoi.com/BonusPoolFun.xls Lore Bonus Pool Spreadsheet]: Estimates how many ranks you can gain in one or more skills until your bonus pool is depleted. (This spreadsheet requires information from the 3.0 Conversion Spreadsheet.)&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Slings_skill&amp;diff=504392</id>
		<title>Slings skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Slings_skill&amp;diff=504392"/>
		<updated>2019-06-24T20:28:02Z</updated>

		<summary type="html">&lt;p&gt;KRITTY4: /* Sling ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
{{UpdateDR3|Article needs development}}&lt;br /&gt;
&lt;br /&gt;
Slings and [[Staff Sling skill|Staff Slings]] have been combined under the Slings Skill in the DR 3.0 update.&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Slings==&lt;br /&gt;
{{#ask:[[Boosts::Slings skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Slings==&lt;br /&gt;
{{#ask:[[Debuffs::Slings skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Sling weapons=&lt;br /&gt;
There are two weapon classes that fall under this skill:&lt;br /&gt;
*sling&lt;br /&gt;
*staff sling&lt;br /&gt;
&lt;br /&gt;
Neither slings nor staff slings are affected by the presence of an arm-worn shield. Shield use is also not affected.&lt;br /&gt;
&lt;br /&gt;
===Slings===&lt;br /&gt;
A sling is a strip of leather or cloth. This becomes a deadly weapon when someone holds both ends and drops a rock into the loop they make. The weapon is spun once before one end is released, sending the rock flying at deadly speeds.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slings have a load time time of 2 seconds from in hand, 3 seconds from a pouch/quiver.&lt;br /&gt;
&lt;br /&gt;
===Staff slings===&lt;br /&gt;
A staff sling is a long staff with a sling attached to the end, which is used to throw stones. These are currently the only ranged weapons that can {{com|parry}}. Staff slings generally appraise the same as slings, but are ten times heavier. &lt;br /&gt;
&lt;br /&gt;
Due to the high weight, dismal damage, and absence of variety in staff slings, their use has been highly neglected except for the purposes of comedy or novelty. Still, staff slings occupy a slowly growing niche--they can parry attacks, something no other ranged weapon can do, and as they allows the wielder to use a shield unimpeded, they have become a viable hunting tool.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Staff slings have a load time of 4 seconds from in hand, 5 seconds from pouch/quiver.&lt;br /&gt;
&lt;br /&gt;
===Guild-specific abilities===&lt;br /&gt;
*[[Ranger|Rangers]] and [[Thief|Thieves]] can [[snipe]] with both types of sling, allowing them to strike a target without coming out of hiding.&lt;br /&gt;
*[[Barbarian|Barbarians]] and [[Paladin|Paladins]] can {{com|parry}} ranged attacks with a staff sling, so long as the attacker is at melee range.&lt;br /&gt;
&lt;br /&gt;
===Recommended sling weapons===&lt;br /&gt;
&lt;br /&gt;
*All Staff Slings are identical.&lt;br /&gt;
*Old player-crafted slings could have higher balance or suitedness, depending on the template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sling ammo=&lt;br /&gt;
Sling Ammo has been drastically changed with the release of [[Carving]]. &lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Weapon skillset,Skills}}[[page type is::skill| ]]&lt;/div&gt;</summary>
		<author><name>KRITTY4</name></author>
	</entry>
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