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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Braided_silvery_twine&amp;diff=451348</id>
		<title>Item:Braided silvery twine</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Braided_silvery_twine&amp;diff=451348"/>
		<updated>2016-08-17T17:02:35Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Working Combinations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=twine&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=silver&lt;br /&gt;
|type=toy, trainer&lt;br /&gt;
|wearloc=generic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=625&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Trains [[Perception]]. Each action gets progressively harder to pull off. See the [[#Working Combinations|Working Combinations table]].&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
*&#039;&#039;&#039;Success:&#039;&#039;&#039; You carefully and delicately put the finishing touches on your twine pattern.  You then put your hands together to let the pattern go slack, and then pull all the strings taut to dramatically reveal some braided silvery twine arranged into a/an &amp;lt;pattern&amp;gt;!&lt;br /&gt;
*&#039;&#039;&#039;Failure:&#039;&#039;&#039; You attempt to incorporate your last movement into the pattern, the twine begins to tangle.  In response to the bad move, the twine grows warm briefly and the tangles fall apart.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|study}}: Studying some braided silvery twine, you believe you could do the following: FLIP, LACE, NIBBLE, POKE, PULL, PUSH, PRY, RAISE, REMOVE, SHAKE, TILT, TURN, and WEAR.  You&#039;re fairly certain that with some skill, you could make interesting patterns with the twine.&lt;br /&gt;
*{{com|wear}}: You loop some braided silvery twine over your wrists.&lt;br /&gt;
*{{com|remove}}: You let some braided silvery twine fall from your wrists.&lt;br /&gt;
*{{com|shake}}: You shake some braided silvery twine, destroying the pattern in progress.&lt;br /&gt;
*{{com|shake}}: You shake some braided silvery twine, waving it about.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*{{com|flip}}: You carefully flip one of the loops completely over your wrist, saving that piece of twine for use later in the pattern.&lt;br /&gt;
*{{com|lace}}: You lace the loop of twine through your little fingers and thumbs, then take up the twine on the palms of your hands on first your left index finger and then your right, ending up with a vague diamond pattern in the center.&lt;br /&gt;
*{{com|nibble}}: You bite on one of the loops of twine in the pattern and raise it up, giving yourself room and enough slack to alter the pattern with your fingers.  After you complete your work, you let go again.&lt;br /&gt;
*{{com|poke}}: You lightly poke your fingers through a couple of the loops on your fingers and pull them taut, changing the pattern slightly. &lt;br /&gt;
*{{com|pull}}: You pull some of the twine off your fingers and thread them onto other fingers, shaping the pattern closer to what you want.&lt;br /&gt;
*{{com|push}}: You carefully push the twine off two of your fingers and onto your wrists instead,  keeping the loops in place while letting them settle downward.&lt;br /&gt;
*{{com|pry}}: You pry the loops off your thumbs, letting the twine go fairly slack, then you use your index fingers to incorporate the twine further into the pattern.&lt;br /&gt;
*{{com|raise}}: You raise a couple of sections of twine and put them over existing loops, making the pattern more complicated.&lt;br /&gt;
*{{com|tilt}}: You lightly tilt one hand underneath the other and use it to carefully arrange the twine, giving you a somewhat asymmetrical pattern.&lt;br /&gt;
*{{com|turn}}: You carefully turn one of the loops of twine around so that the strands are on opposite hands, leaving a slight twist in the center of the pattern.&lt;br /&gt;
&lt;br /&gt;
==Working Combinations==&lt;br /&gt;
Combinations with more moves are also more difficult.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pattern&lt;br /&gt;
!Tier&lt;br /&gt;
!Move 1!!Move 2!!Move 3!!Move 4!!Move 5!!Move 6&lt;br /&gt;
|-&lt;br /&gt;
|many-rayed sunset&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|lace}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|three-pronged fish spear&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|turn}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|simple mountain&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|flip}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|semi-rounded sun with six rays&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|pull}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|slender arrow with a triangular tip&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|push}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|coiled rattlesnake&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|poke}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|blocky house with a pitched roof&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|raise}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|small island with a spindly tree&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|pry}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|a blocky circle&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|tilt}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|knotwork finger catch&lt;br /&gt;
|3 - Simple&lt;br /&gt;
|{{com|lace}}||{{com|pull}}||{{com|nibble}}|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|lace}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|turn}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|flip}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|pull}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|push}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|poke}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|raise}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|pry}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|small many-finned fish&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|tilt}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4 - Skilled&lt;br /&gt;
|{{com|push}}||{{com|poke}}||{{com|lace}}||{{com|nibble}}|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|lace}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|turn}}||&lt;br /&gt;
|-&lt;br /&gt;
|angular elk with large antlers&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|flip}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|pull}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|push}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|poke}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|raise}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|pry}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|tilt}}||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|5 - Expert&lt;br /&gt;
|{{com|turn}}||{{com|nibble}}||{{com|tilt}}||{{com|pry}}||{{com|nibble}}||&lt;br /&gt;
|-&lt;br /&gt;
|winding sea snake&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|lace}}&lt;br /&gt;
|-&lt;br /&gt;
|rendition of the Shard bridge&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|turn}}&lt;br /&gt;
|-&lt;br /&gt;
|rendition of the Great Tower&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|flip}}&lt;br /&gt;
|-&lt;br /&gt;
|curled snake biting a small figure&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|pull}}&lt;br /&gt;
|-&lt;br /&gt;
|snarling Hound surging forward on a leash&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|push}}&lt;br /&gt;
|-&lt;br /&gt;
|series of jagged lightning bolts&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|poke}}&lt;br /&gt;
|-&lt;br /&gt;
|tilted slender palm tree with large triangular fronds&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|raise}}&lt;br /&gt;
|-&lt;br /&gt;
|couple of small swimming fish&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|pry}}&lt;br /&gt;
|-&lt;br /&gt;
|flurry of jagged clouds&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|tilt}}&lt;br /&gt;
|-&lt;br /&gt;
|intricate breastplate&lt;br /&gt;
|6 - Master&lt;br /&gt;
|{{com|pull}}||{{com|turn}}||{{com|flip}}||{{com|lace}}||{{com|push}}||{{com|nibble}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Braided_silvery_twine&amp;diff=450016</id>
		<title>Item:Braided silvery twine</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Braided_silvery_twine&amp;diff=450016"/>
		<updated>2016-08-05T18:09:21Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=twine&lt;br /&gt;
|look=-&lt;br /&gt;
|CTag=silver&lt;br /&gt;
|type=toy, trainer&lt;br /&gt;
|wearloc=generic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=625&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Trains [[Perception]]. Each action gets progressively harder to pull off. Action order is inconsequential.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Success:&#039;&#039;&#039; ???&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Failure:&#039;&#039;&#039; You attempt to incorporate your last movement into the pattern, the twine begins to tangle.  In response to the bad move, the twine grows warm briefly and the tangles fall apart.&lt;br /&gt;
&lt;br /&gt;
==Verbs==&lt;br /&gt;
*{{com|study}}: Studying some braided silvery twine, you believe you could do the following: FLIP, LACE, NIBBLE, POKE, PULL, PUSH, PRY, RAISE, REMOVE, SHAKE, TILT, TURN, and WEAR.  You&#039;re fairly certain that with some skill, you could make interesting patterns with the twine.&lt;br /&gt;
*{{com|wear}}: You loop some braided silvery twine over your wrists.&lt;br /&gt;
*{{com|remove}}: You let some braided silvery twine fall from your wrists.&lt;br /&gt;
*{{com|shake}}: You shake some braided silvery twine, destroying the pattern in progress.&lt;br /&gt;
*{{com|shake}}: You shake some braided silvery twine, waving it about.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*{{com|flip}}: You carefully flip one of the loops completely over your wrist, saving that piece of twine for use later in the pattern.&lt;br /&gt;
*{{com|lace}}: You lace the loop of twine through your little fingers and thumbs, then take up the twine on the palms of your hands on first your left index finger and then your right, ending up with a vague diamond pattern in the center.&lt;br /&gt;
*{{com|nibble}}: You bite on one of the loops of twine in the pattern and raise it up, giving yourself room and enough slack to alter the pattern with your fingers.  After you complete your work, you let go again.&lt;br /&gt;
*{{com|poke}}: You lightly poke your fingers through a couple of the loops on your fingers and pull them taut, changing the pattern slightly. &lt;br /&gt;
*{{com|pull}}: You pull some of the twine off your fingers and thread them onto other fingers, shaping the pattern closer to what you want.&lt;br /&gt;
*{{com|push}}: You carefully push the twine off two of your fingers and onto your wrists instead,  keeping the loops in place while letting them settle downward.&lt;br /&gt;
*{{com|pry}}: You pry the loops off your thumbs, letting the twine go fairly slack, then you use your index fingers to incorporate the twine further into the pattern.&lt;br /&gt;
*{{com|raise}}: You raise a couple of sections of twine and put them over existing loops, making the pattern more complicated.&lt;br /&gt;
*{{com|tilt}}: You lightly tilt one hand underneath the other and use it to carefully arrange the twine, giving you a somewhat asymmetrical pattern.&lt;br /&gt;
*{{com|turn}}: You carefully turn one of the loops of twine around so that the strands are on opposite hands, leaving a slight twist in the center of the pattern.&lt;br /&gt;
&lt;br /&gt;
==Working Combinations==&lt;br /&gt;
&#039;&#039;&#039;Lace-Pull-Lace&#039;&#039;&#039; = You carefully and delicately put the finishing touches on your twine pattern.  You then put your hands together to let the pattern go slack, and then pull all the strings taut to dramatically reveal some braided silvery twine arranged into a many-rayed sunset!&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=447680</id>
		<title>Moon Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=447680"/>
		<updated>2016-07-09T22:54:44Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Lore Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|Kraggur&#039;s Moon Mage Guide}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
===What Is This Guide?===&lt;br /&gt;
&lt;br /&gt;
This guide is intended primarily for players new to both DragonRealms and to the Moon Mage guild. The purpose of this guide is to synthesize a breadth of information from other sources in a relatively concise presentation, so that the new Moon Mage player can decide which skills to train and receive some guidance on how to do so. While some overlap is unavoidable, this guide does not seek to replace the [[General_new_player_guide|New Player Guide]] and it is recommended that a totally green player start there. &lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon Mage guild. Here, you’ll find elegance, cleverness, a connection with something greater than the mere antics of a small world in a vast cosmos. If you want to make your foes explode in a shower of fire and ice, this guild isn’t for you. If you want to rely on the power of fickle Immortals, this guild isn’t for you. If you want to bludgeon your enemies to death with a clumsy weapon of steel, this guild isn’t for you. If, on the other hand, you want to twist the very fabric of fate to your advantage, pick apart the subtle insecurities in your foes subconscious, and bend time and space to your very whim, then oh yes, you have come to the right place. &lt;br /&gt;
&lt;br /&gt;
The path of the Moon Mage is not one of blood and glory and conquest, but rather of careful study, precise deliberation, and decisive action. We are the purveyors of the stars, of immense and ancient forces, predictable with enough study, but never controllable. Your power will wax with the rising of the three moons of Elanthia, and will wane with their setting. As you grow in power, you will learn to read the skies to your benefit and your enemy’s detriment, to cross the entire breadth of the lands in a moment. Welcome to being a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
&lt;br /&gt;
One of the hallmarks of the Moon Mage is her connection to the [[Plane_of_Probability|Plane of Probability]]. By studying the heavenly bodies, she is able to catch obscure glimpses of future events, permitting her to make [[Predictions|predictions]] to help her and her allies, or curse her foes. She has access to a unique form of [[Moon_Mage_Enchanting|enchanting]], used to inscribe the sigils of celestial bodies, rendering mundane objects into powerful magical artifacts. &lt;br /&gt;
&lt;br /&gt;
The most famous attribute of the Moon Mage, though, is her capacity to travel great distances in the blink of an eye. At first, she may only have the power to [[Teleport]] herself a short distance to a strategically-placed [[Focus_Moonbeam|Moonbeam]], perhaps one that she has [[SM|shifted]] to a friend she has [[Locate|located]]. With training, she will soon find herself able to open a [[Moon Gate]], permitting others to travel as she does. An experienced Moon Mage can [[Astral_travel|enter and exit]] the [[Astral Plane]] through the shards of the shattered moon [[Grazhir]], connecting far-flung regions of the realms via a short (though incredibly dangerous) sojourn through another dimension. This art has the perhaps misleadingly tranquil name of [[Astral_Travel|Walking the Ways]]. Powerful mages can [[Astral_travel|Walk the Ways]] from anywhere; these are true masters of inter-planar travel. The strongest of the Moon Mages can open [[Riftal_Summons|rifts]] as if from thin air, permitting those on the other side to pass through to the mage&#039;s location. &lt;br /&gt;
&lt;br /&gt;
These powerful gifts come at great risk - making contact with another plane is an exercise fraught with peril. A momentary lapse in focus, the smallest of distractions, or the slightest mistake can all lead to a violent and fatal end.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Moon Mage ===&lt;br /&gt;
&lt;br /&gt;
There is a multitude of ways to shape the personality of your moon mage. Othoreke is a bookish gnome who spends all of his time in libraries and observatories, searching for answers to questions he has long ago forgotten - or was it that he hasn&#039;t thought of them yet? Though he largely eschews combat, he is no stranger to pain, having been torn limb from limb in the [[Astral_Plane|Astral Plane]] more times than he can remember (though his memory is not what used to be), in his insatiable desire for greater and deeper knowledge. Beran is a Shaman from the Arid Steppe. A hunter and a tracker by nature, she is as skilled with a spear and a bow as she is with magical attacks. Preferring the open sky to a musty library, she is a scholar of the wilds and of the forces of nature; she goes where the stars guide her. Shhneri aar&#039;Lanth is a Tezirite, drawn to the darker aspects of Lunar Magic, whose predilection for [[Teleologic_Sorcery|Teolologic Sorcery]] draws the ire of many of her mage counterparts too blinded by prejudice to see the true potential of her work. No matter, their ignorance may well prove to be their downfall.&lt;br /&gt;
&lt;br /&gt;
Moon Mage lore is vast and immersive. Here we point you to some key information that you might find useful in shaping your character&#039;s personality and history.&lt;br /&gt;
&lt;br /&gt;
==== Sects ====&lt;br /&gt;
The Moon Mage guild was originally founded by six groups, or [[sects]], of magic users that were unified by their prophetic ability and use of lunar magic during en event known as the [[Lunar Accord]]. Each [[sects|sect]] had a unique philosophic approach to the use of these abilities, and many of these differences persist to the present at least in part to the relatively recent [[Mirror_Wraith_Prophecy|re-emergence of the original sects]]. Although not every (or even most) students choose to join one of the [[sects]], studying the philosophy of at least one is an excellent way to explore ones&#039; own relationship with fate.&lt;br /&gt;
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These sects are:&amp;lt;br/&amp;gt;&lt;br /&gt;
*The [[Celestial_Compact|Celestial Compact]] is a group of astrologers and politicians who seek to shape [[Kermoria]] with their knowledge of the future.&lt;br /&gt;
*The [[Fortune&#039;s_Path|Followers of Fortunes Path]] are often carefree, but occasionally fatalistic, wanderers who strive to follow the whims of fate.&lt;br /&gt;
*The [[Monks of the Crystal Hand]] are stoic and ascetic seekers of transcendence.&lt;br /&gt;
*The [[Nomads_of_the_Arid_Steppe|Nomads of the Arid Steppe]] are an association of tribesmen who seek guidance from  the stars and their ancestors.&lt;br /&gt;
*The [[Progeny_of_Tezirah|Progeny of Tezirah]] are masters of both shadow magic and backroom politics.&lt;br /&gt;
*The [[Prophets_of_G&#039;nar_Peth|Prophets of G&#039;nar Peth]] are seekers of Esoteric knowledge who many believe are afflicted with madness.&lt;br /&gt;
*[[Heritage House]] is an emergent [[sects|sect]] that strives to unify the divergent perspective of the guild into a single coherent philosophy.&lt;br /&gt;
&lt;br /&gt;
==Training Philosophy==&lt;br /&gt;
This guide focuses on developing a balanced and powerful Moon Mage, and as such we will be recommending significantly more skills than the minimum required to circle, which is seven magic skills, five survival skills, three lore skills, and additionally Astrology and Scholarship (for details see the [[Moon_mage#Circle_Requirements| relevant section of the Moon Mage Page]]). Circling gives you Time Development Points, spell slots, and access to more powerful spells, but does not give you any advantage to the application of those skills. For example, the [[Moongate]] spell stipulates that you be circle 25 to learn it, but it will do you no good to rush to this circle if your [[Utility]] skill is too low to cast the spell when you get there.&lt;br /&gt;
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Moon Mages have [[Magic_skillset|Magic]] as their primary skillset, [[Survival]] and [[Lore_Skillset|Lore]] as their secondary skillsets, and [[Weapons_skillset|Weapons]] and [[Armor_skillset|Armor]] as their tertiary skillsets. A common misconception, from which you ought to rid yourself immediately should you share in it, is that tertiary skills are not worth training. Before deciding which skills to train and which to ignore, it would behoove you to understand exactly what it means for a skill to be primary, secondary, or tertiary. This information is in the [[Skillsets]] and [[Experience]] pages, but we will summarize it here. Relative to a secondary or primary skill, a tertiary skill has a smaller experience pool which will pulse more slowly. As a consequence, if you train a tertiary and primary skill to mindlock, the primary skill will clear faster, and give you more ranks when it does, than the tertiary skill. Furthermore, there are certain &amp;quot;perks&amp;quot; associated with each skillset being secondary or primary; for example, armor secondaries will gain more stance points and suffer less hindrance per rank in a given armor than will armor tertiaries. You should not let these facts deter you from training tertiary skills, however. Aside from being useful in their own right, many skills synergize well with skills from other skillsets, which means that training certain tertiary skills can actually help you better train other primary skills. For example, you will find it easier to train your targeted magic and debilitation spells if your armor and parry skills let you survive in combat longer.&lt;br /&gt;
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As a summary, here is a comprehensive list of the skills we will recommending, arranged by skillset:&lt;br /&gt;
&lt;br /&gt;
* [[Magic_skillset|Magic]]: [[Astrology]], [[Attunement]], [[Arcana]], [[Utility]], [[Augmentation]], [[Warding]], [[TM|Targeted Magic]], [[Debilitation]]&lt;br /&gt;
* [[Survival]]: [[Evasion]], [[Stealth]], [[Perception]], [[Skinning]], [[Locksmithing]], [[Athletics]], [[Outdoorsmanship]], [[First Aid]]&lt;br /&gt;
* [[Lore_skillset|Lore]]: [[Scholarship]], [[Appraisal]], [[Tactics]]&lt;br /&gt;
* [[Weapon_skillset|Weapons]]: [[Parry]], [[Missile_Mastery|Missile Mastery]], [[Melee_Mastery|Melee Mastery]], [[Small_Edged|Small Edged]], [[Small_blunt|Small Blunt]], [[Light_thrown|Light Thrown]], [[Bow_skill|Bow]], [[Crossbow_skill|Crossbow]], [[Slings_skill|Sling]]&lt;br /&gt;
* [[Armor_skillset|Armor]]: [[Defending]], [[Shield_skill|Shields]], [[Light_Armor|Light Armor]], [[Chain_Armor|Chain Armor]], [[Brigandine_armor|Brigandine armor]], [[Plate_armor|Plate armor]]&lt;br /&gt;
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==[[Combat]]==&lt;br /&gt;
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The primary focus of many Moon Mages may not be combat, but you should not let this deter you if you want to train &#039;&#039;your&#039;&#039; Moon Mage to hunt. While it is true that both weapons and armor are tertiary skillsets for you, you have other advantages that will help you; mainly, you have access to a number of strong combat spells from all five spell skills, and you have [[Evasion]], [[Stealth]] and [[Tactics]] as secondary skills. The key to successful hunting is to take advantage of your strengths to bolster your weaknesses.&lt;br /&gt;
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===Non-Magical Defenses===&lt;br /&gt;
&lt;br /&gt;
The non-magical defensive skills can be grouped into five categories:&lt;br /&gt;
&lt;br /&gt;
* The [[Armor]] Skills, including [[Light_Armor_skill|Light]], [[Chain_Armor_skill|Chain]], [[Brigandine_Armor_skill|Brigandine]], and [[Plate_Armor_skill|Plate]] armor skills&lt;br /&gt;
* The [[Shield_skill|Shield Usage skill]]&lt;br /&gt;
* The [[Defending_skill|Defending skill]]&lt;br /&gt;
* The [[Parry]] skill&lt;br /&gt;
* The [[Evasion]] skill&lt;br /&gt;
&lt;br /&gt;
Of these, the only one that is &#039;&#039;&#039;not&#039;&#039;&#039; tertiary for the Moon Mage is [[Evasion]], which means this will be your strongest non-magical defense. However, the other skills can still be very useful to you if you train them and use them correctly. Because their ranks will be lower than your [[Magic]] and [[Survival]] combat skills, you will need to take extra care to make sure you are using these skills to effectively complement your combat abilities. Doing so can permit you to train these skills at level, rather than back-back train them, which means more efficient training. To do this you&#039;ll need a thorough understanding of combat mechanics. We discuss this next.&lt;br /&gt;
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===Balance, Position, and Tactics===&lt;br /&gt;
It is highly recommended that you read through the [[Combat]] and [[Tactics]] pages. We will briefly cover the most salient points here. Both [[Parry]] and [[Evasion]], as well as your chances of landing a successful hit, depend on your [[Combat#Balance_and_Position|balance and position]]. Balance, in turn, is determined by the type of attacks you make and the weapon you use, and position is a measure of the difference between your balance and your opponent&#039;s. You want to make sure that you keep your balance as high as possible, by using the right weapon and choosing the right types of attacks, and that your opponents&#039; balance is as low as possible, which you can influence through stuns and [[Tactics]]. This is not to say that you should avoid unbalancing attacks; these tend to do more damage and you should take advantage of that, but you do not want to stay in an unbalanced position for too long. After making an attack that hurts your balance, consider making balancing attacks until you have recovered. You should also be aware that retreating gives you a significant, though temporary, penalty to your defenses. [[Tactics]] is a secondary skill for you, and you should make full use of it to keep your opponent vulnerable and off-balance. Information about how different types of attacks influence your balance can be found in [[Combat#Maneuver_Chart|the relevant section]] of the [[Combat]] page.&lt;br /&gt;
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===[[Weapons]] and [[Armor]]===&lt;br /&gt;
Armors and weapons tend to make for some of the most meaningful role-playing choices, and so we begin this section by reiterating that you should not let mechanics be the most important factor in your decisions. This is not to say that there&#039;s no such thing as a bad idea; if your heart is set on playing a gnome who wears full plate and fights with a two-handed maul, then you should very seriously consider joining a different guild. The weapons and armor we will recommend here are chosen to make your training easier, and we make every effort to explain why this is the case. The factors behind our motivation largely have to do with [[Hindrance|hindrance]], [[Combat#balance|balance]], and [[Encumbrance|encumbrance]]; in that order. &lt;br /&gt;
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====[[Weapons]]====&lt;br /&gt;
A good set of weapons to train for a starting moon mage is [[Small Edged]], [[Small Blunt]], and  [[Brawling]] for melee and [[Light Thrown]], [[Bow]], and [[Crossbow]] for ranged. The weapons that train these skills are less tiring to use, and are better for preserving or recovering balance. The consequences of this are that you will need to take fewer breaks to recover stamina, that you will hit more often, and critically, that you will be better able to maintain your position and hence get hit less often. Because almost all of your non-magical defensive skills are tertiary, this can make a big difference. Why train so many skills, as a weapons tertiary? Besides the TDPs, training multiple types of melee weapons is the best way to train [[Melee_Mastery|Melee Mastery]] (and likewise with ranged weapons for [[Missile_Mastery|Missile Mastey]]). These masteries give a bonus to any attack  that trains a melee or ranged skill, respectively. Training multiple weapons can keep your mastery skills well above the individual weapon skills, which helps to bridge the gap between your magical and non-magical combat skills. If you train at least three weapons, you can expect to see your mastery skill stay upwards of 120% of the ranks of your highest weapon. This provides a way to train all of your combat skills together, at level, if you wish to pursue this training path.&lt;br /&gt;
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====[[Armor]]====&lt;br /&gt;
Heavier armor provides more protection at the cost of [[Hindrance]]. The severity of this hindrance decreases as you get more ranks in the respective armor skill. Additionally, your guild influences how much certain armor types will hinder you; this is in addition to the effects of the skill being tertiary. As an armor tertiary, this means that it is going to be harder to use heavier armor, especially in the beginning.&lt;br /&gt;
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All of these considerations make [[Light_Armor_skill|Leather or Cloth armor (Light Armor)]] a good starting choice. You can swap in [[Chain_Armor_skill|Chain]] or even [[Brigandine_Armor_skill|Brigandine]] armor for the TDPs, or even to get enough ranks in them to wear more of these types of armor. Since you’ll probably want to use [[Stealth]] if you’re hunting, make sure you’re in [[Light_Armor_skill|Light Armor]] when you hide on your foes. It is recommended that you also use a small shield. Different physical defenses are better suited for different types of attacks, and shields are good at defending against ranged. This is useful, beyond just the TDPs.&lt;br /&gt;
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=== Magic in Combat ===&lt;br /&gt;
Moon Mages have access to a number of spells that make it easier to train Weapons and Armor skills. [[SEER|Seer’s Sense]] provides a large bonus to evasion; if you intend to train your mage in combat, do not overlook this spell. [[COL|Cage of Light]] provides damage absorption, and [[Shadows]] provides a bonus to Stealth. [[WD|Whole Displacement]] is a pulsing spell that will remove you from melee range; unlike retreating, it will not impose a defense penalty and will not fail (though it has a maximum pulse rate, and so you may still find yourself in melee for a time before it pulses again).&lt;br /&gt;
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You also have several stuns available early on; aside from training your magic skills, these can help relieve pressure in a combat situation by restraining one or more enemies. Starting out, look in to [[Calm]], [[Dazzle]], and [[Sleep]]. These spells are also all prerequisites for more powerful spells. Many of your [[TM|Targeted Magic]] spells, like [[Burn]] and [[DO|Dinazen Olkar]], also have a chance of inflicting a stun (especially when combined with effective use of the [[Tactics]] skill).  &lt;br /&gt;
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If you use your magic and tactics effectively, choose your weapons and armor wisely, and keep a close eye on your balance and position, you will find that training your Moon Mage in combat is not as difficult as you may have expected.&lt;br /&gt;
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==[[Magic|Magic Skills]]==&lt;br /&gt;
To circle you will eventually need to train every magic skill accessible to you except for [[Sorcery]]. There are eight of these, counting the unique guild skill [[Astrology]]. &lt;br /&gt;
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===Training [[Astrology]]===&lt;br /&gt;
The guild skill is [[Astrology]], which is trained by observing the cosmos and making [[predictions]].&lt;br /&gt;
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====Useful spells====&lt;br /&gt;
The following spells will aid in stargazing, so use them if you can:&lt;br /&gt;
&lt;br /&gt;
* [[Clear Vision]]&lt;br /&gt;
* [[Piercing Gaze]] (helps see through clouds)&lt;br /&gt;
* [[Aura Sight]] (boosts Astrology)&lt;br /&gt;
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====Observing the cosmos====&lt;br /&gt;
You can start by {{com|OBSERVE}} {{tt|SKY}}, which will show you all the celestial objects you can perceive. You cannot immediately observe all objects in the sky, however. As you circle, your guild leader will teach you how to understand more and more celestial objects. To make an observation, just {{com|OBSERVE}} {{tt|&amp;lt;target&amp;gt;}}. Keep in mind that when just starting out daytime gazing will be much easier, the easiest observation is {{com|OBSERVE}} {{tt|SUN}}.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; There is a 2 minute cooldown on observations of celestial objects. &amp;lt;br /&amp;gt;&lt;br /&gt;
Highlighting the observation cooldown timer message below will help you maintain consistent and regular astrology training. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You feel you have sufficiently pondered your latest observation&#039;&#039;&#039;&lt;br /&gt;
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Each of celestial object governs a skillset: Defense, Event, Lore, Magic, Offense, Survival and All. Each time you observe an object, it adds a bit of knowledge to a prediction pool of that skillset. If you {{com|PREDICT}} {{tt|STATE &amp;lt;skillset&amp;gt;}}, you will see how much you have learned about that skillset from observing the heavens. Detailed information about heavenly bodies, what skillsets they govern, and when they are visible is captured in the [[Star chart|star chart]].&lt;br /&gt;
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=====Using a [[Telescope]]=====&lt;br /&gt;
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A telescope will aid your observations, making bodies easier to observe and filling prediction pools faster. If you do not have a telescope, you can use one of the [[Telescopes#Stationary Variations|stationary telescopes]] or buy one from [[Konezu&#039;s Lenses]] in Therenborough (don&#039;t forget a case!). To use a telescope hold it in one hand and {{com|OPEN}} {{tt|TELESCOPE}}. Next {{com|CENTER}} {{tt|TELESCOPE ON &amp;lt;target&amp;gt;}}, where target is one of the objects you find in the sky. Finally {{com|PEER}} {{tt|TELESCOPE}} to make the observation.&lt;br /&gt;
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====[[Prediction]]s====&lt;br /&gt;
Once a prediction pool is sufficiently filled, you can {{com|ALIGN}} to a given skillset or even a specific skill, and then {{com|PREDICT}} {{tt|FUTURE &amp;lt;person&amp;gt;}}. This will give you a vision about the prediction, which may look something like this;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You look inside yourself in an attempt to see beyond the now.&lt;br /&gt;
After a few moments, the mists of time begin to part.&lt;br /&gt;
You see the midday sun warming you under its soft face.&lt;br /&gt;
You see a young boy taking his vows of apprenticeship.&lt;br /&gt;
A man stands in darkness clad in plate armor.&lt;br /&gt;
A shiver runs through your spine.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Evaluating visions is a tricky business, but there’s some method to the madness. Read a bit about [[prediction]]. At 10th circle you can learn Event Prediction from another Moon Mage.  This is a handy way of training Astrology without running the risk of cursing someone, and also a means of telling what is going on in the realms and what is to come. If you {{com|STUDY}} {{tt|SKY}}, you’ll start filling your Event prediction pool. When you have studied the sky sufficiently, you can {{com|PREDICT}} {{tt|FUTURE EVENT}}, which will give you a vision, and teach Astrology.&lt;br /&gt;
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Soon, you’ll want to pick up a divining tool, like a set of bones to cast, or starcharts to study, etc. Each of these tools are affiliated with a type of Moon Mage, which is a primarily role playing choice, though there are some differences.&lt;br /&gt;
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===The Five Disciplines of Magic===&lt;br /&gt;
There are five skills that govern the casting of your spells: [[Augmentation]], [[Utility]], [[Warding]], [[Debilitation]], and [[TM|Targeted Magic]]. Every spell belongs to one or more of these disciplines, and as a Moon Mage, most of your signature spells belong to the [[Utility]] school. You will eventually need to train all of these skills, though they need not be trained at the same level. &lt;br /&gt;
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The [[Magic]] page has useful information about these skills. In brief, these skills are trained by casting spells, and the experience gained from each cast depends upon the amount of mana streams put into the spell. Combat spells require that you hit your target in order to train the skill, and the difficulty of the target relative to your skills determines how well the skill will train. Because of this latter fact, you may find that your combat magics ([[Debilitation]] and [[TM|Targeted Magic]]) will train within 10-20 ranks of your non-magical combat skills. It is therefore common that [[Augmentation]], [[Utility]], and [[Warding]] will eclipse [[Debilitation]] and [[TM|Targeted Magic]] in ranks.&lt;br /&gt;
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===[[Attunement|Training Attunement]]===&lt;br /&gt;
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It is common, but by no means universal, for attunement to be a moon mage&#039;s first magic skill. Broadly speaking, attunement governs the size of your pool of available mana streams. This is of obvious importance: the higher your attunement, the more spells you can cast at a given harness before you need to recover. Training attunement is straight-forward, you simply PERCEIVE MANA in a room. There is a per-room timer on the training of this skill (120 seconds), which means that you will not learn from successive perceives until the requisite time has elapsed from the initial one. This suggests two methods to train attunement. You can move from room to room, perceiving the mana in each one (&amp;quot;power walking&amp;quot;), and you can build perceive calls into a bigger training loop, for example by doing it every so often when you hunt, or after every pair of socks you knit. &lt;br /&gt;
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===[[Arcana|Training Arcana]]===&lt;br /&gt;
If [[attunement]] tends to be the first magic skill, [[arcana]] is the second. This skill can be confusing and frustrating for new players, especially because for the first hundred ranks it may not feel like it&#039;s useful for anything. It is! Firstly, 100 ranks are needed for most magical feats (discussed below), and secondly, you will eventually want to use mana streams harnessed in [[cambrinth]], though it may not seem so when you&#039;re endlessly charging a little ring over and over. Eventually, some spells&#039; maximum streams will be greater than what you can harness, and so to cast these at full power you will need first charge some streams in a cambrinth item. Furthermore, with the appropriate feat (Dedicated Cambrinth Use), you can use the mana streams stored in a cambrinth item to sustain cyclic spells. This way, when you hold open a moongate for an eternity while your slowpoke barbarian friend takes her time crossing through it, you won’t have to step through after her into a room full of Giant Murdercats with your attunement shot to pieces. &lt;br /&gt;
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To train arcana, you will want to charge and invoke [[cambrinth]] items. These come in all shapes and sizes, from a couple mana streams to over a hundred. The most efficient way to train arcana is to charge the item with as much as you can, on every cast. How much is this? Ideally, this will be the amount at which you wish to cast your spell, minus the minimum harness. You cannot prepare the spell at less than the minimum harness, and so this procedure puts as much into the object as is safe to do. There are two limitations to this, which are that you may not have the ranks in arcana to actually charge as much as you want into an item at first, and that the object you have may not be able to take all of the charge. Supposing you can cast a spell at M streams, with a minimum of m, then the general procedure will be to prepare the spell at m streams, charge the cambrinth item with (M-m) streams, invoke it, and then cast the spell when it’s ready. If you have a worn cambrinth item, like an armband, you will eventually be able to charge and invoke this item while wearing it, though at first you will need to remove it and hold it to do so.&lt;br /&gt;
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==[[Survival]] and [[Lore]] Skills==&lt;br /&gt;
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===[[Survival|Survival Skills]]===&lt;br /&gt;
Moon Mages must train at least five survival skills in order to advance. You are a Survival Secondary, and there are many useful survival skills, so you have every reason to train more than five if you want to. [[Athletics]], [[Outdoorsmanship]], [[Perception]], and [[First Aid]] can all be trained out of combat. To train [[Evasion]] you’ll need to be in combat, and with the exception of a few NPCs, the same is true of [[Stealth]]. [[Skinning]] and [[Locksmithing]], while not trained directly through hunting, require dead things which are easiest to acquire by killing living things. Both of these latter skills also provide good sources of income. A reasonable conclusion from this information is that it is a good idea to train by hunting.&lt;br /&gt;
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===[[Lore|Lore Skills]]===&lt;br /&gt;
Being Lore secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Forging]] isn’t a bad choice, as it will improve the power of your [[Moonblade]] if you choose to use it, though [[Enchanting]], a currently unreleased [[crafting|craft]], will likely be a better choice for Moon Mages. [[Scholarship]] can be earned from [[Scholarship#teaching|classes]] and studying star charts, [[Performance]] can be learned while playing instruments, and [[Appraisal]] can be learned either by APPRAISEing creatures or gear, or ASSESSing your musical instrument.&lt;br /&gt;
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==Getting Started==&lt;br /&gt;
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===Starting Spell Choices===&lt;br /&gt;
Choosing starting spells for a Moon mage can be a rather daunting task, especially considering that the sheer volume of paths one can take and that the number of prerequisite spells is large compared to other guilds. One first needs to make the decision if you are going to learn towards or away from combat, since Moon mages can be successful anywhere on the spectrum since they have no actual combat skill requirements. A neutral approach can also be successful and each has their own benefits and issues to deal with.&lt;br /&gt;
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For the combat leaning Moon mage, the most common choice for a first spell would be [[Telekinetic Throw]] to start gaining ranks in Targeted Magic skill. However, [[Shadows]] is also good for those who wish to be more physical in combat and want to train stealth. If you choose your first [[Targeted Magic]] spell after you select [[shadows]], [[Dinazen Olkar]] is an excellent alternative to [[Telekinetic Throw]]. Late bloomers might even consider [[Partial Displacement]] if they select their first combat spell after 10th circle. If you are heavily interested in combat, selecting your first [[Debilitation]] spell early will help you avoid having this skill fall behind your combat skills. Although [[Mental Blast]] is the penultimate moon mage [[debilitation]] spell are you will likely choose [[calm]] or [[Dazzle]] first. [[Dazzle]] has perhaps more long term utility since [[calm]] will later be eclipsed  by other spells (mostly [[Mental Blast]]), however it has the major disadvantage of being unusable underground or without the [[Sun]], [[Xibar]] or [[Yavash]] above the horizon. [[Calm]], on the other hand, is usable at all times and is a prerequisite for many other spells, including the [[Psychic Shield]], which will probably be your first [[warding]] spell.&lt;br /&gt;
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For the (at least initially) non-combat leaning Moon mage, the common choice of spell is [[Clear Vision]], which allows access to many essential [[Augmentation]] and [[Utility]] spells. After that [[Piercing Gaze]] will pierce through inclement weather to allow you to train your [[Astrology]] skill even when clouds obscure the heavens. [[Aura Sight]] will boost your [[Attunement]] and [[Astrology]] skills, which will allow you to cast more spells without needing a break and improve the potency of your observations and [[prediction|predictions]]. All of the spells, are, unfortunately, [[Augmentation]] spells and you will likely want to train the other major non-combat magic skill, [[utility]], at some point. If you choose [[Shadows]] you can later learn [[Focus Moonbeam]] at second circle for no cost, which makes this path a very attractive alternative. [[Focus Moonbeam]] is also required for several different later spells such as [[Moonblade]], [[Moongate]], [[Distant Gaze]] and [[Shadewatch Mirror]] and is a major building block in your future repoire. In addition to this the spell [[Shift Moonbeam]] will allow you greater manipulation of your moonbeam allowing you to send it to other locations and facilitate easy movement through [[Teleport]] and [[Moongate]].&lt;br /&gt;
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===[[Attributes|Statistic Training]]===&lt;br /&gt;
For stats, a good first goal is getting everything to a reasonable minimum (people often advocate 30). This will give you a good base. &lt;br /&gt;
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Next, if you are combat focused, you&#039;ll probably want to keep [[Reflex]] high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. [[Discipline]] will improve your ability to hide and your ability to target spells. [[Intelligence]] and [[Wisdom]] will improve spell damage. All three [[statistics]] will improve your ability with [[contested_spells|Debilitation contests]]. [[Charisma]] will be helpful in [[Contested_Abilities#Contest Stat &amp;quot;Weighting&amp;quot;|charm vs mind]] attacks but [[Calm]] is the only such spell we have in our spell book. [[Stamina]] should not be neglected as it will improve your ability to withstand damage and avoid fatigue. [[Agility]] will aid in your ability to hit things, as well as help with parrying. [[Strength]] and [[Stamina]] are likely the stats you can train to a certain range and then ignore, as you will not need to rely on hitting things harder, nor surviving blows better, for some time. Strength affects how much weight you can carry, which may be useful until you can summon a [[Shadow Servant]]. &lt;br /&gt;
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Outside of combat one can choose to focus on mental abilities. [[Intelligence]] and [[Wisdom]] are very important in speeding your learning rate and should be the foundation of your abilities. [[Wisdom]] also improves the probability that a prediction will have a positive result. [[Intelligence]] and [[Discipline]] both increase [[concentration]] and are therefore very important in spell casting. Although it is often neglected, [[Charisma]] does improve your ability to [[Prediction#bonding|bond]] with [[Prediction#tools|prediction tools]] and strength of your [[predictions]] and can be useful. Basically, Moon Mages are the archetypal magical intellectual. You can and probably should focus principally on mentals, then on Reflex or Agility, and finally on Strength and Stamina.&lt;br /&gt;
&lt;br /&gt;
===Starting Gear===&lt;br /&gt;
What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. [[Small Edged]] and [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. It might be worth mentioning that [[Moonblade]] can be shaped into a [[Small_Edged|Small Edge]], [[Large_Edged|Large Edge]], [[Twohanded_Edged_skill|Two handed Edge]], and [[Quarterstaff]] weapon, so if you enjoy using [[moonblade|Moonweapons]], training those weapons from the start is a good idea, though you&#039;ll probably want to pick up lightened versions of the heavier weapons. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. If you choose a [[runestone]] that contains a non-lunar spell you will also learn [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Now What?===&lt;br /&gt;
Holder&lt;br /&gt;
&lt;br /&gt;
(more to come)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Elothean_houses&amp;diff=447665</id>
		<title>Category:Elothean houses</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Elothean_houses&amp;diff=447665"/>
		<updated>2016-07-09T19:17:08Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: New houses open for choosing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are fifteen Elothean Houses:&lt;br /&gt;
*[[House of the All-Seeing Eye]]&lt;br /&gt;
*[[House of the Black Fang]]&lt;br /&gt;
*[[House of the Floating Reed]]&lt;br /&gt;
*[[House of the Gentle Lion]]&lt;br /&gt;
*[[House of the Gilded Longleaf]]&lt;br /&gt;
*[[House of the Glittering Diadem]]&lt;br /&gt;
*[[House of the Grey Storm]]&lt;br /&gt;
*[[House of the Ivory Scroll]]&lt;br /&gt;
*[[House of the Marching Lotus]]&lt;br /&gt;
*[[House of the Rowan Branch]]&lt;br /&gt;
*[[House of the Silk Strings]]&lt;br /&gt;
*[[House of the Silver Star]]&lt;br /&gt;
*[[House of the Steel Dove]]&lt;br /&gt;
*[[House of the Verdant Lily]]&lt;br /&gt;
*[[House of the Waxen Moons]]&lt;br /&gt;
&lt;br /&gt;
To join a house:&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
There is a grand list on the top floor of the [[Houses Consulate]] near the tower of Greenwalls in Shard. Head up to the top floor, and look for a room with a clerk in it. &amp;lt;br /&amp;gt;&lt;br /&gt;
The scroll is hanging on the wall. LOOK or READ it, to find out the choices. The WHIPSER SCROLL with the number of your choice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note:&amp;lt;br /&amp;gt;&lt;br /&gt;
*There are currently (as of 7/9/2016) eleven houses live/accessible in game. These are: Silver Star, Verdant Lily, Steel Dove, Silk Strings, Floating Reed, Rowan Branch, Grey Storm, Ivory Scroll, Gilded Longleaf, Waxen Moons, and Gentle Lion. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Houses that are not currently live include: All-Seeing Eye and Glittering Diadem.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Black Fang and Marching Lotus are listed as &amp;quot;dead&amp;quot; houses. They are not and likely will never be accessible in game. &lt;br /&gt;
&lt;br /&gt;
{{cat|Elothean}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stealing_list&amp;diff=447397</id>
		<title>Stealing list</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stealing_list&amp;diff=447397"/>
		<updated>2016-07-05T16:49:03Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete|Shop stealing underwent a lot of changes and this list has not been updated to reflect them.}}&lt;br /&gt;
&lt;br /&gt;
How difficult an item is to steal is based &#039;&#039;&#039;only&#039;&#039;&#039; on &#039;&#039;&#039;appraisal price&#039;&#039;&#039; and weight.&lt;br /&gt;
&lt;br /&gt;
Update: Any item teaches until at least 30 ranks: [http://www.play.net/forums/messages.asp?forum=20&amp;amp;category=4&amp;amp;topic=10&amp;amp;message=18305] (Testing indicates the easiest items teach to 38 ranks.)&lt;br /&gt;
&lt;br /&gt;
If you add other provinces, use the monetary conversion factors to put the app price in lirums or dokoras into kronar. (lirums * 1.25 = kronars, dokoras * 1.385 = kronars) If you don&#039;t convert, please notate that by adding the currency so someone else can convert it.&lt;br /&gt;
&lt;br /&gt;
Triviality rank is the minimum rank at which an item will no longer teach.  This is based solely off of unbonused base stealing (exp thievery).  I have added a few triviality ranks but these might not be the minimums.  If you are able to verify a minimum triviality ranks (can steal and learn at X, at X+1 I get the trivial message) please add it.&lt;br /&gt;
&lt;br /&gt;
==Stealing List By Province==&lt;br /&gt;
&lt;br /&gt;
*[[Stealing_List_Zoluren|Zoluren]]&lt;br /&gt;
&lt;br /&gt;
*[[Stealing_List_Therengia|Therengia]]&lt;br /&gt;
&lt;br /&gt;
*[[Stealing_List_Ilithi|Ilithi]]&lt;br /&gt;
&lt;br /&gt;
*[[Stealing_List_Qi|Qi]]&lt;br /&gt;
&lt;br /&gt;
*[[Stealing_List_Forfedhdar|Forfedhdar]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=447299</id>
		<title>Thief new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Thief_new_player_guide&amp;diff=447299"/>
		<updated>2016-07-01T21:50:25Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Khri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Thief specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This guide should strive to minimize the amount of spoilers it contains. While the general mechanical information is not a problem, guild locations, methods of entry, and any quest should be described in the most general sense. The purpose of this guide it to enlighten a brand new person, not spoil the mystery.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Start==&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Let&#039;s just say this now: If you don&#039;t know how to join the guild, you won&#039;t be learning how to do it here.&lt;br /&gt;
&lt;br /&gt;
But if you have already joined, congratulations! You&#039;re on your way to taking your first steps into becoming a true Thief of Elanthia. Granted, you may not exactly know what it is we do or what being a Thief means, it&#039;s the purpose of this little guide to help you figure that out. So, without any further ado, read on and maybe learn a bit about what you&#039;ve gotten yourself into.&lt;br /&gt;
&lt;br /&gt;
===Crossing===&lt;br /&gt;
There is a guild hall in the Crossing once again! It is being kept a better secret this time around though. It still has an entrance into the hall that newcomers are able to enter through, if you can find it. There is also a man on the street that will let you join and even circle a few times before he directs you to the Guild leader in the guild hall.&lt;br /&gt;
&lt;br /&gt;
There are several different ways to enter in the guildhall in this city. Once you learn of them, you&#039;ll realize that you don&#039;t always have to walk in the front door.&lt;br /&gt;
&lt;br /&gt;
===Riverhaven===&lt;br /&gt;
There is a test within Riverhaven to aid in joining the guild.  You just need to know who to steal from to start the test, and you can&#039;t be affiliated with any guilds, but completion of this test only directs you to whom to talk to in Crossing.  Heading over to Crossing may be a far better use of your time.&lt;br /&gt;
&lt;br /&gt;
To travel to Crossing from Riverhaven, you need to find the ferries that come to the dock&#039;s of Riverhaven, use one to get to the other side of Faldesu River.  Then join the Carriage that intermittently arrives at the North Road dock area.  This will bring your to the area right outside Crossings&#039; Northeast gate. Elanthipedia has some maps that may be able to help you with finding the way. https://elanthipedia.play.net/mediawiki/index.php/Ranik_Maps&lt;br /&gt;
&lt;br /&gt;
There is no single guild hall in this city, instead there are a series of boltholes scattered across the city that the co-leaders, Swan and Crow, move between. During first steps as a Thief in this city, you might find yourself checking every one of the boltholes to find them. However, after you get some circles under your belt, you&#039;ll be able to use our {{com|CONTACT}} command to locate the correct one.&lt;br /&gt;
&lt;br /&gt;
==[[Survival Skillset|Survival Skills]]==&lt;br /&gt;
Similar to [[Rangers]] and [[Necromancers]], we&#039;re survivalists at heart. This means that most of your time in the world will be spent working on those skills which will help you survive all the obstacles you will face within it and furthermore, that it will be easiest to train these skills when compared with skills from other skill groups, such as [[Weapon Skillset|weapons]].  From the very start you will be required to train eight survival skills to varying degrees, though the choice is upon you as to which those will be.  [[Scouting]] and [[Thanatology]] cannot be trained by thieves, as they are exclusive to [[Rangers]] and [[Necromancers]] respectively.  Despite having this minor amount of freedom, there are two skills which you &#039;&#039;&#039;must&#039;&#039;&#039; train: [[Stealth]] and [[Stealing|Thievery]].  These may count towards the eight required survival skills and the required ranks per circle are lower or match all but the lowest survival skill requirement. &lt;br /&gt;
&lt;br /&gt;
We&#039;ll glaze over some skills here and go more in-depth on the major ones afterwards.&lt;br /&gt;
 &lt;br /&gt;
* [[Evasion]] - Simply put, evasion is the skill which determines how well you avoid attacks. Aside from classes in the subject, the only way to learn is to get out there and use it within combat settings.&lt;br /&gt;
* [[Athletics]] - The main use of the Athletics skill is to overcome natural obstacles, such as climbing a tree or swimming across a river. Consult the [[Athletics skill|athletics]] page for a list of places to climb and swim.  Be careful not to wander into dangerous areas while exploring.&lt;br /&gt;
* [[Perception]] - Perception mainly affects a character&#039;s ability to detect things that are hidden.  This may be other characters, creatures, hidden paths, and more.  There are several ways to train perception:&lt;br /&gt;
** Collecting rocks is the most common outdoors method to learn perception, while collecting torn cloth inside is helpful.  Collecting is done with the {{com|collect}} verb.  Remember to {{com|kick}} the piles after they are collected to avoid clutter.  It will also teach the [[Outdoorsmanship]] skill.  It may require a few ranks in outdoorsmanship before you can {{com|collect}} anything.&lt;br /&gt;
** The {{com|hunt}} verb may be used while hunting to train perception.  You will learn for both finding and tracking down the target.&lt;br /&gt;
** Identifying traps and locks on treasure boxes will also train perception.&lt;br /&gt;
** You may {{com|juggle}} certain [[Juggling list|items]] to train perception.  Lighter items are easier to {{com|juggle}}.&lt;br /&gt;
* [[Outdoorsmanship]] - While it is not essential for a thief, outdoorsmanship is becoming an important gathering skill within the [[Crafting]] system and can be easily trained while training perception. Gathering [[Healing herbs|Herbs]] for [[Remedies|remedies]] with the {{com|forage}} or {{com|collect}} commands is probably the most compelling reason to train [[outdoorsmanship]].&lt;br /&gt;
* [[First aid|First Aid]] - [[First aid]] is used to to stop bleeding from more severe [[Damage|injuries]], to remove bolts and arrows from [[Crossbow skill|crossbows]] and [[Bow skill|bows]], and to remove [[Parasite|parasites]] that are found in certain areas. You may also {{com|study}} [[Anatomy chart|anatomy charts]] to train [[First aid|first aid]], as well as [[Scholarship|scholarship]].&lt;br /&gt;
*[[Skinning]] - [[Skinning]] is almost universally trained, as many creatures may be {{com|skin}}ed after they are killed.  The rewards may be sold to a tannery like [[Falken&#039;s Tannery]], used to create [[Tailoring discipline|leather goods]], carved into [[Carving discipline|bone goods]], or other miscellaneous goods like [[Fletching|arrowheads]]. Unfortunately, creatures that you can {{com|backstab}} often cannot be skinned.  It is advised that you vary the creatures you hunt so that neither skill falls behind.&lt;br /&gt;
&lt;br /&gt;
===[[Stealth]]===&lt;br /&gt;
Stealth is a big part of being a Thief. Indeed, it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[Stealing skill|Thievery]].  A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
Being stealthy is part of being a Thief and sneaking around town may seem like a grand Thief mannerism, it may add to your character&#039;s background, however its not going to train the skill, here are instead some common manners to train:&lt;br /&gt;
&lt;br /&gt;
{{com|hide}} will attempt to conceal the character from open view.  Characters with sufficient skill in [[Perception skill|perception]] compared to your [[Stealth skill|stealth]] will see you slip into hiding.  If they do not notice, they may {{com|search}} for where you are hiding.  {{com|stalk}} will attempt to follow the target, player or creature, while hidden.  {{com|sneak}} will attempt sneak from room-to-room while avoiding being seen.&lt;br /&gt;
&lt;br /&gt;
However, one learns nothing trying to hide from nothing.  At first, trying to be stealthy around other players will be sufficient to train.  However, hiding from creatures, especially in combat is one of the most effective ways to training stealth.  Following up a successful attempt to slip from a creature&#039;s view with with {{com|backstab}} is the traditional close quarters one-two punch for a thief.  Simply attacking from stealth normally will [[ambush]] the target and is also very effective in training stealth.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks with a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] may also be performed from stealth by using the {{com|poach}} command or the {{com|snipe}} command if you wish to attempt to remain hidden.  However, creatures not at pole or melee range sometimes tend to wander.  This can lead to arrows and bolts going missing if they are lodged in the creature.&lt;br /&gt;
&lt;br /&gt;
Perhaps jarring from reality, hiding repetitively and at close quarters during combat isn&#039;t problematic.  It trains well and can get a Thief out of a pinch.  Practice often, and don&#039;t forget to repeat.&lt;br /&gt;
&lt;br /&gt;
===[[Locksmithing]]===&lt;br /&gt;
Locksmithing is an important skill for thieves and was the basis for the [[Kalag&#039;s_Memoirs,_Part_1_(book)|foundation]] of the Thieves&#039; guild.  &lt;br /&gt;
&lt;br /&gt;
This ability lets us get into places others do not want us. The primary use for this skill is opening boxes dropped as loot from creatures.  Thieves are hands down the best at opening locked boxes and so are often sought out to open boxes other hunters are not able to open.&lt;br /&gt;
&lt;br /&gt;
Be aware that boxes found on creatures are [[Box Traps|trapped]].  You should {{com|disarm}} them before trying to {{com|pick}} them with a [[Lockpick Carving|lockpick]].  Thieves of sufficient skill may {{com|carve}} their own lockpicks from [[Lockpick Carving|keyblanks]].  They may also be acquired from some shops, such as [[Ragge&#039;s Locksmithing]].&lt;br /&gt;
&lt;br /&gt;
===[[Stealing skill|Thievery]]===&lt;br /&gt;
[[Stealing skill|Thievery]] is a hallmark skill for the Thieves guild, and, as such, there it is one of the two [[Post:New_Circle_Requirements_-_A_Precursor_-_03/07/2012_-_19:00|soft requirements]] for thieves, the other being [[stealth]]. A soft requirement means that it may still be used as one of the eight survival skills a thief is required to train to circle.&lt;br /&gt;
&lt;br /&gt;
[[Stealing skill|Thievery]] is currently used to {{com|steal}} items and coins.  Valid targets to {{com|steal}} from are NPCs, items in shops, other players, and the Throne City Museum.  The best way to train [[Stealing skill|thievery]] is to steal from shops.  Items that are light and cheap are the easiest to steal.  Stealing repetitively from the same target will make it progressively more difficult to steal from that target again.  The target will let their guard down again after one hour.  You can [[Mark|mark]] items to see if you are able to steal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING!!!&#039;&#039;&#039; Stealing from other players will result in being locked [[Profile command|PvP open]] for 4 hours.&lt;br /&gt;
&lt;br /&gt;
====[[Mark]]====&lt;br /&gt;
This is our ability that lets us assess a mark (person or store item) before you make any actions towards them. You are able to learn it within your first couple of circles from the Crossing Guildleader. This is primarily used to gauge how difficult an item is to steal, or how difficult a player is to steal from. However it can also give you information concerning how well your abilities will fare overall against a given opponent.&lt;br /&gt;
&lt;br /&gt;
===[[Backstab]]===&lt;br /&gt;
[[Backstab]] is both a [[Backstab skill|skill]] and an [[Backstab|ability]] reserved exclusively for Thieves. The purpose of the skill is to make our attacks from hiding more powerful and accurate. There is no hard requirement for this skill to circle, so it is not required to train. However, a successful {{com|backstab}} is very powerful and greatly enhances a thief&#039;s offensive capabilities; [[Backstab skill|backstab]] is essential to maximizing our effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
To be used to {{com|backstab}}, a weapon must [[Weight|weigh]] under 30 stones, be a [[Small Edged skill|small edge weapon]], and be a thrusting weapon. It is encouraged for younger Thieves to use the lightest and smallest blade due to it&#039;s increased accuracy over the larger and heavier weapons. As you grow in [[strength]] and skill, it is easy enough to also grow in blade length and weight until you are using the maximum sized blade to backstab. &lt;br /&gt;
&lt;br /&gt;
Only creatures that stand upright on two legs are valid targets for {{com|backstab}}. To train this skill on beastial opponants you must target your attack to a body part (the chest seems to be the easiest to hit and the head the hardest) this is done by using the command (attack move) (body part), IE: jab chest, thrust abdomen, etc.&lt;br /&gt;
&lt;br /&gt;
Also, thieves can still train [[Backstab skill|backstab]] by using the [[thief ambushes]] on any creature.  This will also train the [[debilitation skill]].  Using the [[thief ambushes]] will use some [[concentration]] and may interfere with using [[Khri|khris]] if the [[concentration]] pool is drained completely.&lt;br /&gt;
&lt;br /&gt;
Note that, while simply attacking from hiding will [[ambush]] the target, it will not train the [[backstab skill]].&lt;br /&gt;
&lt;br /&gt;
==[[Lore skillset|Lore Skills]]==&lt;br /&gt;
You will be required to train three skills of your choice from the [[Lore skillset]]. [[Appraisal]], [[Tactics]], and either [[Scholarship]] or a [[Crafting|craft]] is a good choice. &lt;br /&gt;
* [[Appraisal]] will allow you to more accurately {{com|mark}} targets, as well as to {{com|appraise}} weapons, armor, and creatures accurately.&lt;br /&gt;
* [[Tactics]] improve your ability to use non-damaging attacks.  In addition, you may {{com|analyze}} targets and, after landing attacks in a certain order, gain temporary advantages over your opponent.&lt;br /&gt;
* [[Scholarship]] is used to {{com|teach}} and {{com|listen}} to [[Scholarship skill|classes]].  It is also used for other miscellaneous things, such as [[anatomy charts]].&lt;br /&gt;
* [[Performance]] is one&#039;s ability to play a musical instrument.&lt;br /&gt;
* [[Mechanical Lore]] will eventually be eliminated and split into the skills for the crafting skills below.  For now, {{com|braid}} is the easiest way to train [[mechanical lore]].&lt;br /&gt;
* [[Crafting]] is a set of systems that are still being developed, some of which are complete.  There are five skills with three crafting disciplines each.&lt;br /&gt;
** [[Forging skill|Forging]] is the most complete crafting skill, with all three disciplines released: [[Blacksmithing]], [[Armorsmithing]], and [[Weaponsmithing]].&lt;br /&gt;
** [[Engineering skill|Engineering]] currently allows a character to [[Carving discipline|carve]] bone and stone.  [[Tinkering]] and [[Shaping]] are planned for the future.&lt;br /&gt;
** [[Outfitting skill|Outfitting]] currently allows the [[Tailoring discipline|tailoring]] of leather and cloth items.  [[Jewelry Making|Jewelry making]] and [[Artistry]] are planned for the future.&lt;br /&gt;
** [[Alchemy skill|Alchemy]] can be used to create [[Remedies discipline|remedies]] that can be used to heal yourself, though [[Healing herbs|herbs]] may also be used without the need to be processed first.  [[Reactants]] and [[Cooking]] are planned for the future.&lt;br /&gt;
** [[Enchanting skill|Enchanting]] currently does not have any crafting discipline released, yet.  It will eventually encompass [[Artificing]], [[Binding]], and [[Invoking]].  Thieves, however, do not use magic and will likely not be able to make use of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
Thieves are, for now, the only ones able to [[Lockpick Carving|carve lockpicks]] and make [[Poison]].  Eventually, these will utilize the [[Tinkering discipline|tinkering]] and [[Poison discipline|poison]] disciplines.  &lt;br /&gt;
&lt;br /&gt;
Thieves receive two free [[Carving Techniques|carving techniques]] and will receive one free [[Reactant Techniques|reactant techniques]] when they become available.&lt;br /&gt;
&lt;br /&gt;
==[[Supernatural Skillset|Supernatural Skills [Magic]]]==&lt;br /&gt;
As Thieves, we do not make use of magic, per se, and so only use half the [[:Category:Supernatural Skillset|supernatural skills]], also known as magic to others: [[Primary Magic|Inner Magic]], [[augmentation]], [[utility]], and [[debilitation]]. &lt;br /&gt;
&lt;br /&gt;
You will also train [[Primary Magic|Inner Magic]] while training any of the other Supernatural skills.  [[:Category:Khri|Khris]] that enhance your [[:category:Skills|skills]] or [[attributes]] use the [[augmentation]] skill, while those that provide some other benefit use the [[utility]] skill.  Thieves can also project a presence so powerful to affect creatures in combat and [[delibitation|debilitate]] them.  However, we are rather limited in this regard compared to other guilds.&lt;br /&gt;
&lt;br /&gt;
Fortunately, we are also able to [[debilitation|debilitate]] enemies with some [[:category:Thief Ambushes|special ambush]] maneuvers, the first of which being [[Ambush Choke|ambush choke]].&lt;br /&gt;
&lt;br /&gt;
===Khri===&lt;br /&gt;
Khri are our main abilities that we use and tie directly into our &amp;quot;magic&amp;quot; as a guild. They are fueled by our [[concentration]] pool and require no preparation to start, unlike spells. You are able to learn your first khri at circle 1 which will be [[Khri Focus]] once you find your way into the guild.&lt;br /&gt;
&lt;br /&gt;
Khri use the Supernatural skillset to determine if you can even start them and how powerful they will be once you can. Khri that use the Debilitation skill are only useful when engaged with an enemy.&lt;br /&gt;
&lt;br /&gt;
The Debilitation skill can only be trained in combat against critters of close to equal stats. Debilitation learning is based on the comparison of stats between you and the target instead of the skill it&#039;s self. This means various abilities will train differently depending on their [[Contested Abilities|stat contest]] and how you have trained your stats, so try different ambushes and khri to find the one that teaches best for you in different hunting grounds.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[:Category:Khri|Khri]].&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Thief ambushes are part magic and part combat. They train the [[Debilitation]] skill and, to a minor degree, the [[Backstab]] skill. While some are not damaging, they can offer you a significant advantage over your opponent during combat.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Beyond being a master survivalist, Thieves are also skilled fighters. Because of this, the guild requires that you keep up with not only weapon skills but also armor skills as well. The choice of what weapon and armor to use are purely yours to make, however this guide will give you a little advice in what to choose and how those choices will impact your advancement later on.&lt;br /&gt;
&lt;br /&gt;
===[[Armor Skillset|Armor Skills]]===&lt;br /&gt;
Thieves are required to train only one of the armor skills, the choice of which is up to you. It is, however, recommended that you also use a [[Shield skill|shield]] because a number of attacks are easier to block than they are to dodge.&lt;br /&gt;
&lt;br /&gt;
The typical armor choice for Thieves is using some kind of [[Light Armor]] since it has the lowest stealth hindrance. It is also common to mix armor types to train multiple armor skills. Using [[Chain Armor|chain]] as a secondary armor type will not raise your stealth hindrance much if you make the pieces smaller covering items like hand and head protection.&lt;br /&gt;
&lt;br /&gt;
Two popular choices of Light Armor are cloth and leather. Both have benefits and drawbacks, Cloth being lighter and less hindering while Leather is more protective and readily available from a number of shops. When just starting, it&#039;s recommended that you seriously consider cloth armor solutions as they will grant you more freedom of movement and less hindrance on your stealth abilities. The lesser weight of cloth is also promotional towards having a lower burden overall which means more opportunity to carry loot (boxes, gems, skins, coin) without being weighed down.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
As a member of the Thieves&#039; Guild, you will be required to learn the use of at least two weapon classes in addition to the [[Parry]] skill. In order to facilitate that parry learning, it is encouraged that one of your weapon choices be something that you can use at melee with an opponent.&lt;br /&gt;
&lt;br /&gt;
In order to make full use of our abilities later on, it is also encouraged (but not required) for you to practice use of either a [[Bow]], or [[Crossbow]]. With sufficient skill, a thief will not require extra time to load a [[Slings skill|sling]], [[Bows skill|bow]], or [[Crossbows skill|crossbow]] while hidden as members of other guilds do.  In addition, thieves may also [[snipe]] at targets while attempting to remain hidden.&lt;br /&gt;
&lt;br /&gt;
In addition, it is recommended to train [[Small Edged]] for use with backstabbing, [[Light Thrown]] to improve your use of the ambushes that use dirt, and to take advantage of the reduced skill needed to throw multiple throwing blades, and [[Brawling]] to improve your use of [[Ambush Clout]]. &lt;br /&gt;
&lt;br /&gt;
====Snipe====&lt;br /&gt;
Upon achieving your 40th circle within the guild, you will be allowed to learn the [[Snipe]] ability from Guildmaster in [[Crossings]]. This ability will allow you to fire an aimable ranged weapon from hiding with a chance to remain hidden.&lt;br /&gt;
&lt;br /&gt;
It needs to be mentioned that there is strict policy on using Snipe, and the ability can be taken away if the GMs feel it is being abused.&lt;br /&gt;
&lt;br /&gt;
:For more information see [[Snipe]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Reputation is how well the guild feels about you.&lt;br /&gt;
&lt;br /&gt;
Some Thieves confuse Reputation and Confidence.  It is important to realize they are two separate things and are not intertwined.&lt;br /&gt;
&lt;br /&gt;
Keeping your reputation solid allows you access to Thief areas and certain Thief abilities.&lt;br /&gt;
&lt;br /&gt;
Allowing your reputation to go too low can result in the guild acting against you, even resulting in your character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
===Confidence===&lt;br /&gt;
Confidence is how well you see yourself.&lt;br /&gt;
&lt;br /&gt;
The verb {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding will access how you feel about yourself, it will also advise if you are in an urban bonus area.&lt;br /&gt;
&lt;br /&gt;
Currently it seems the only manner to improve your confidence is backstabbing.&lt;br /&gt;
&lt;br /&gt;
Confidence can help you with thiefly endeavors: locksmithing, being stealthy, backstabbing, and the like.&lt;br /&gt;
&lt;br /&gt;
===Urban Bonus===&lt;br /&gt;
Rooms within DragonRealms are either urban, neutral, or wilderness. Thieves thrive within the city walls, so we have a bonus to our non-combat survival skills while we are within an urban area. This is checked with using {{com|smirk}} {{tt|self}} or {{tt|smirk}} while in hiding. This will stack with our [[confidence]] bonus to provide a bigger bonus when both are in the positive, but having a bad confidence level along with being in the wilderness will stack against you to the point of you failing even the simplest of tasks.&lt;br /&gt;
&lt;br /&gt;
===Passages===&lt;br /&gt;
The guild has hidden passages across the cities of the realms that provides us with a safe haven when the heat gets to be too much, and to make it easier to move in and out of the guilds to other areas of the cities. This ability is learned very early in your career and can make crossing the Segoltha River to the south of Crossing much quicker.&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
The Thieves guild has various [[Contact command|contacts]] spread out across all the major cities that have town walls protecting them. When looking for other players they will only look within the walls of the city you are in at first. Later you will be able to search distant cities for other players.&lt;br /&gt;
&lt;br /&gt;
When you call on one of these shady people for an errand, make sure you have some coins in your pocket to pay them with, since they don&#039;t work for free. The price of their services vary depending on the task you ask of them, and how much attention you have drawn from the authorities within that province. The more heat (warrants and how recently you have been caught committing a crime) you have on you the higher their fee is.&lt;br /&gt;
&lt;br /&gt;
===Slips===&lt;br /&gt;
While most abilities can be learned from a Guildmaster or are granted upon reaching a specific circle within the guild, the use of slips is not. Achieving access to the slip abilities must be taught to you from either a fellow Thief or another who has access to them. Slips do not grant any sort of edge when training, but can offer the Thief who knows them a little bit of versatility when using them while hiding. These abilities automatically grow with you as you gain more circles and Thieves are able to perform the first at 10 circles. &lt;br /&gt;
&lt;br /&gt;
:For more information see [[Slip]].&lt;br /&gt;
&lt;br /&gt;
===Signs===&lt;br /&gt;
Thieves have a special language, which can be learned at a fairly early stage within a Thief&#039;s career.  There is an expert in this language within the Thieves&#039; Guild that could be sought out to teach a Thief.  It is not taught by other player characters, and is gives no advantages in skills or stats.  It can however add to characters&#039; ability to immerse themselves into the Thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
Voice throw is an ability that can be learned from a guilded Bard.  That is any player run Bard.  Not a disguised Thief who seems to be a Bard but a Bard.  It is an ability learned a good deal within the career of a Thief.  A neat ability, and something to push for through the earlier stages of training if the ability interests you.  Keeping with the character of the Thieves&#039; Guild.  Overtly seeking a teacher of this discipline is frowned upon by the Guild, and will likely out yourself and draw unwanted attention to the guild.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
Poison Resistance is an ability learned by the same Master of Poisons, that teaches you about poisons, though you&#039;ll have to earn more trust then the trust needed to learn about Poisons.  It is a helpful ability, and once you have it it will work on its own to defend your character against threats of poisons.  Please remember this does NOT make you poison proof, you can be wounded by poisons, and some poisons can even kill you with this ability.&lt;br /&gt;
&lt;br /&gt;
===Pretend Guild===&lt;br /&gt;
Pretending to be another Guild is strictly a RolePlaying choice, it&#039;s not required from any Thief. It&#039;s simply a perk that we get to use in order to conceal our actual guild affiliation. Bear in mind that the overall desires of the Thieves Guild is that we not bring too much attention/heat down on the guild as a whole, and a proper use of the Pretend Guild system will help you keep to the guild&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
==Role Playing a Thief==&lt;br /&gt;
The Thieves&#039; Guild is not the easiest guild to be part of (but all guilds have their challenges and DragonRealms is a game of building a Story through being challenged), it offers many options for running a character within DragonRealms. It may very well be a great fit for you. &lt;br /&gt;
&lt;br /&gt;
The guild itself has a number of nuances which make it unique among all the other guilds within the game, as well as some very serious penalties if you decide to go against the general wishes of the leadership. The support of other Thieves can really assist you with learning the ropes and making some large steps in advancement within the guild. However, it is totally possible to go &amp;quot;lone wolf&amp;quot; and strike out on your own without any support at all.&lt;br /&gt;
&lt;br /&gt;
The guildhall in Crossings has a lovely library where you can read up on some Thiefly things, something that is highly suggested by many of the guild members. Or, you can click the following links to read them here:&lt;br /&gt;
{{Book Row | Title = Kalag&#039;s Memoirs v. 1 | CallLetters = 	BkkKM1}}&lt;br /&gt;
{{Book Row | Title = Kalag&#039;s Memoirs v. 2 | CallLetters = 	BkkKM2}}&lt;br /&gt;
{{Book Row | Title = Dark Thief of the Crossing | CallLetters = 	FtdDTC}}&lt;br /&gt;
{{Book Row | Title = Becoming a Thief | CallLetters = 	IbbST}}&lt;br /&gt;
{{Book Row | Title = A Shaydee Guide to Alchemy | CallLetters = IscSGA}}&lt;br /&gt;
{{Book Row | Title = Ambika&#039;s Story | CallLetters = 	BxxAS}}&lt;br /&gt;
&lt;br /&gt;
==Closing Statements==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Facial_Hair&amp;diff=447036</id>
		<title>Facial Hair</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Facial_Hair&amp;diff=447036"/>
		<updated>2016-06-21T17:17:21Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Males of all races except [[Gor&#039;Togs]], [[Prydaen]], and [[S&#039;Kra Mur]] can grow facial hair. (Female [[Dwarves]] also have facial hair.) The appearance and maximum length of facial hair varies slightly between races.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Facial hair grows naturally over time in DragonRealms and can be removed, shortened, or styled. The basic tools are the razor and clippers, which are sold at general stores. [[Empaths]] can also [[Shift ability|shift]] the length of facial hair and even permanently remove it.  [[Item:Gelfurjaal unguent|Gelfurjaal unguent]] can also be used to permanently remove facial hair, or to temporarily prevent facial hair growth between deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
There are several verbs for interacting with and modifying beards and mustaches. This [[Post:Kaldar and an elegant goatee - 8/29/2003 - 9:11:18|post]] contains the information below.&lt;br /&gt;
&lt;br /&gt;
BRAID &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt; Only available when hair is at certain length.. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BRUSH &amp;lt;mustache/beard/goatee&amp;gt;&amp;lt;br&amp;gt; (need comb or brush in hand) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You run your brush through your beard, painfully working out all of the kinks and tangles. Syrath runs her brush through her beard, painfully working out all of the kinks and tangles. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
CLEAN &amp;lt;mustache/beard/goatee&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
You scrub at your beard, attempting to dislodge stray remnants of food and drink, or any other bits of gore that may have found a home within it. Syrath scrubs at her beard, attempting to dislodge stray remnants of food and drink, or any other bits of gore that may have found a home within it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
CUT &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
With clippers this shortens your facial hair.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EAT &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Why would you try to chew on your mustache? Syrath tries to touch the tip of her nose with her tongue.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
KISS &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The wind ruffles your beard, tickling your face a little, so you reach up and smooth it back down. The wind ruffles Syrath&#039;s beard and she reaches up to smooth it back down.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
LICK &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You wipe some stray dribble from your beard. Syrath wipes some stray dribble from her beard.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
PEER &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Your eyes cross as you try to peer at your beard. Syrath&#039;s eyes cross for some unexplained reason.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
PULL &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(short beard messaging) You beard begins to itch and you scratch it fiercely for a moment. Syrath reaches up and scratches fiercely at her beard for a moment.&amp;lt;br&amp;gt;&lt;br /&gt;
(long beard messaging) You tug at the tip of your beard distractedly. Syrath tugs at the tip of her beard distractedly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
REMOVE &amp;lt;lip/chin/beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Completely removes all facial hair from area shaved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
RUB &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You stroke your beard in thoughtful contemplation. Syrath strokes her beard in thoughtful contemplation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
SCRATCH &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You scratch distractedly at your beard. Syrath scratches distractedly at her beard.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
SHAPE BEARD&amp;lt;br&amp;gt;&lt;br /&gt;
When beard is long enough this verb can be used with clippers to change the beard into a goatee.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
TAP &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(short beard messaging) You run your hand over your beard, smoothing it down. Syrath runs a hand over her beard, smoothing it down.&amp;lt;br&amp;gt;&lt;br /&gt;
(long beard messaging) You smooth your beard down with practiced ease. Syrath runs her fingers through her beard, smoothing it back into place with practiced ease.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
TRIM &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Use clippers to trim and even out the hair. This only changes things slightly, and tends to make things more refined, groomed, elegant, etc..&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
TURN &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(short beard messaging) You pluck out a stray hair that has been bothering you from your beard. Syrath reaches up suddenly and plucks a hair out of her beard in irritation.&amp;lt;br&amp;gt;&lt;br /&gt;
(long beard messaging) You absently twirl a finger through your beard. Syrath absently twirls a finger through her beard.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
WAVE &amp;lt;beard/mustache/goatee&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You furiously drag your fingers through your beard, leaving it sticking out wildly in all directions. Syrath furiously drags her fingers through her beard, leaving it sticking out wildly in all directions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stubble==&lt;br /&gt;
&lt;br /&gt;
Facial hair initially grows as stubble. At the stubble stage, the noun is &#039;stubble,&#039; and mustache or beard will not work. From fully clean-shaven, stubble grows in &#039;on your face&#039; and you do not at this point have a seperate beard and mustache. With facial stubble, you cannot use the &amp;lt;lip&amp;gt; or &amp;lt;chin&amp;gt; arguments for Remove to shave only one. If you shave off your mustache or beard it will grow in as separate stubble on your chin and upper lip.&lt;br /&gt;
&lt;br /&gt;
It does not seem possible to cut down to stubble with clippers, this stage can only be reached by growth.&lt;br /&gt;
&lt;br /&gt;
===Stubble Verbs===&lt;br /&gt;
&lt;br /&gt;
Some beard interactions are unique to stubble.  LICK, PEER, RUB, SCRATCH, TAP, TURN, and WAVE function the same as with a beard.&lt;br /&gt;
&lt;br /&gt;
BRUSH stubble (while holding a brush or comb)&amp;lt;br&amp;gt;&lt;br /&gt;
You rake your &amp;lt;brush&amp;gt; over your stubbled cheeks, not really accomplishing much, but it does reduce the itching somewhat.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Player&amp;gt; rakes a hairbrush over &amp;lt;their&amp;gt; stubbled cheeks, not really accomplishing much, but it seems to make &amp;lt;them&amp;gt; feel better.&lt;br /&gt;
&lt;br /&gt;
CLEAN stubble&amp;lt;br&amp;gt;&lt;br /&gt;
You scrub at your stubbled cheeks, attempting to relieve the almost constant itching.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Player&amp;gt; scrubs at &amp;lt;their&amp;gt; stubbled cheeks with an intense determination.&lt;br /&gt;
&lt;br /&gt;
EAT stubble&amp;lt;br&amp;gt;&lt;br /&gt;
Why would you try to chew on your stubble?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Player&amp;gt; tries to touch the tip of &amp;lt;their&amp;gt; nose with &amp;lt;their&amp;gt; tongue.&lt;br /&gt;
&lt;br /&gt;
KISS stubble&amp;lt;br&amp;gt;&lt;br /&gt;
The wind blows by, tickling your stubbled face and making it itch a little bit, so you reach up and scrub at your stubbled cheeks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Player&amp;gt; reaches up to scrub at &amp;lt;their&amp;gt; stubbled cheeks.&lt;br /&gt;
&lt;br /&gt;
PULL stubble&amp;lt;br&amp;gt;&lt;br /&gt;
Your stubble begins to itch and you scratch it fiercely for a moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Player&amp;gt; reaches up and scratches fiercely at &amp;lt;their&amp;gt; stubble for a moment.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447032</id>
		<title>Shaping guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447032"/>
		<updated>2016-06-21T15:26:23Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Shaping is one of the disciplines in the [[Engineering craft]] that consists of two basic parts.  The first is gathering wood and refining the wood into lumber, also known as [[lumberjacking]].  See the page on [[Lumberjacking]] for more information on tools, dangers, wood types and locations, and turning raw wood into lumber.  Once you have the lumber you can make things from it.  In addition clay items will be possible at some future point in time.&lt;br /&gt;
&lt;br /&gt;
Shaping projects from Chapter 8 of the Shaping book requires a second book called a Codex, which basic observation tells me will be where clerics will make prayer beads and perhaps items for enchanting.&lt;br /&gt;
&lt;br /&gt;
===Basic Tools Needed to Complete Your First Work Order===&lt;br /&gt;
&lt;br /&gt;
The beginning Engineer&#039;s first shaping project will most likely be a Toy Bow. Here are the basic tools you will need:&lt;br /&gt;
&lt;br /&gt;
    1. Shaping Instruction Book - for knowing what you&#039;re making.&lt;br /&gt;
    2. Engineering Logbook - for if you want to make money doing work orders.&lt;br /&gt;
    3. Scissors (available at Outfitting Societies) - for marking and cutting your lumber stacks to size.&lt;br /&gt;
    4. Drawknife - for creating the basic shape from your lumber.&lt;br /&gt;
    5. Carving Knife - for carving fine detail.&lt;br /&gt;
    6. Wood Shaper - for further shaping your project.&lt;br /&gt;
    7. Rasp - for smoothing out rough spots.&lt;br /&gt;
    8. Clamps - for holding your pieces together.&lt;br /&gt;
    9. Bow String - for assembling with your lumber.&lt;br /&gt;
    10. Stain - for finishing your project.&lt;br /&gt;
    11. Lumber (3 pieces for the toy bow) - Balsa lumber is easy to work with and is sold in the Engineering Society in stacks of 10.&lt;br /&gt;
&lt;br /&gt;
For your first project you will not need wood glue, sandpaper, the codex, leather strips, or backer material.&lt;br /&gt;
&lt;br /&gt;
===Basic Steps Needed to Complete Your First Work Order===&lt;br /&gt;
&lt;br /&gt;
    1. You need to STUDY your Shaping BOOK (STUDY BOOK) for the project you want to make before you cut your lumber. You may need to re-study the book if you find yourself forgetting the instructions.&lt;br /&gt;
    2. With your stack of lumber in one hand, and your scissors in the other, MARK MY LUMBER TO #, where # is the number of pieces you need for your project.  Then, CUT LUMBER WITH SCISSORS. You&#039;re not actually cutting the wood, but you&#039;re cutting the twine used to mark your pieces. The lumber you need to use will be at your feet. Stow the scissors and the lumber you have in-hand, and pick up the lumber you will use.&lt;br /&gt;
    3. Using the drawknife, SCRAPE LUMBER WITH DRAWKNIFE to get it to its basic shape. The lumber in your hand will turn into your project name (in this case &#039;toy bow&#039;).&lt;br /&gt;
    4. Now you have to pay attention to the messaging, which is pretty clear on what you need to do. You will switch between your carving knife, your rasp, and your shaper for much of the project.&lt;br /&gt;
      a. CARVE &amp;lt;project&amp;gt; WITH KNIFE to bring out the details, or&lt;br /&gt;
      b. SHAPE &amp;lt;project&amp;gt; WITH SHAPER to give it more form.&lt;br /&gt;
      c. RUB &amp;lt;project&amp;gt; WITH RASP to smooth out the rough parts.&lt;br /&gt;
    5. Eventually you will get the message about clamps. PUSH &amp;lt;project&amp;gt; WITH CLAMPS.&lt;br /&gt;
    6. Sometimes you will get mixed messages, telling you to apply the stain and assemble the pieces at the same time. Stain is always last to finish the project, so get out your bowstring (or whatever piece is required for what you&#039;re making) and ASSEMBLE STRING WITH &amp;lt;project&amp;gt;.&lt;br /&gt;
    7. Finally, you&#039;ll see that it&#039;s time to apply stain and finish your project. POUR STAIN ON &amp;lt;project&amp;gt;.&lt;br /&gt;
    8. If you&#039;re doing this for a work order, BUNDLE &amp;lt;project&amp;gt; WITH (Engineering) LOGBOOK to get it ready to turn in for money.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! You&#039;re done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lumber Use===&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items.  &lt;br /&gt;
See [[:Category:Woods]] for a chart of the wood types and their properties. It can help to keep it open in another browser tab to quickly reference.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
&lt;br /&gt;
Fletching arrows involves making arrowheads from critter parts at present and making shafts and then combining them with flights to create an arrow.  At some future point we will be able to possibly use bone, metal, and stone to make arrowheads, which will expand the types of arrows we can make.  This area of the guild will explain the only tools needed to make the items for the arrows and the final product.&lt;br /&gt;
&lt;br /&gt;
Tools to use for Arrow making&lt;br /&gt;
&lt;br /&gt;
The tools for making arrows are basically most all of the tools required for shaping.  Those are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaper&lt;br /&gt;
: Tool 2 – Carving Knife&lt;br /&gt;
: Tool 3 – Glue&lt;br /&gt;
: Tool 4 – Feather flights only from the shaping society.&lt;br /&gt;
: Tool 5 – A part from some critter to make an arrowhead.  These can be cougar claws, boar tusk, Sabre tooth, Angiswaerd tooth, Hele&#039;la claw, Elsrael Tooth, Soot stained claw, Ice adder tooth, Jagged horn, and drake fang.&lt;br /&gt;
&lt;br /&gt;
===Shaft making===&lt;br /&gt;
&lt;br /&gt;
Ok shaft making is really simple.  You get some lumber It does not appear to matter what you get wood wise as long as you can make it masterful.  Masterful shafts all appear to work the same no matter what wood its made from.  So first you get some lumber.  If you use 2 pieces of your lumber you can make  2 sets of shafts that will make 5 arrows each.  That would be 10 arrows you can make from 2 pieces of your lumber.  So if you have a stack of lumber and only want to turn 2 pieces into shafts you do the following:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – mark my lumber at 2 pieces&lt;br /&gt;
:Step 2 – Get your scissors out and cut lumber with scissors. (don&#039;t ask)&lt;br /&gt;
&lt;br /&gt;
That should give you in hand 2 pieces of lumber with the rest at your feet or on the ground where it may have been when you started.  Now with the 2 pieces of lumber either in hand or on the ground.  Here are the manual steps to make the shafts.&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get shaper from your container.&lt;br /&gt;
:Step 2 – Shape lumber into arrow/bolt shaft&lt;br /&gt;
:Step 3 – Put shaper in your container.&lt;br /&gt;
&lt;br /&gt;
Now you have your shafts.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it you now have shafts in hand.  Count shafts, analyze shafts, appraise shafts careful, hug your shafts, kiss your shafts, just don&#039;t get shafted.  Your done making shafts for now.  Note in my work with shafts I find they all combine and it does not matter what wood you use.  So bottom line here is use the wood you can make the shafts at masterfully done.  The type of wood does not matter to the final product only the fact that its masterful.&lt;br /&gt;
&lt;br /&gt;
===Arrowhead making===&lt;br /&gt;
&lt;br /&gt;
Arrowhead making is pretty simple just like making the shafts.  You must have some skinned critter parts though.  Early on that means boar tusk or cougar claws.  Each tusk or claw will make 5 arrowheads.  So if you want to make 20 arrows all you need is 4 of them.  As an example lets say you have 4 boar tusks.  Put them in your container.  So to manually turn 4 boar tusks into arrowheads you do the following steps:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get tool to shape the arrowhead, can be hammer, knife, shaper, weapons of various types, etc.&lt;br /&gt;
:Step 2 – Get boar tusk from your container.&lt;br /&gt;
:Step 3 – Shape part into arrowhead/bolthead.&lt;br /&gt;
:Step 4 – Put arrowhead in container&lt;br /&gt;
:Step 5 – Go back to step 2 and continue till done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow making===&lt;br /&gt;
&lt;br /&gt;
Arrow making can get fairly complicated.  But its also fairly easy if you follow a few simple rules.  Once you shape the shafts proceed to the shaping part and stay there till you get a message to do something else.  Make sure your shaping book is turned to the right page for the right arrows your going to make.  At this point I need to mention the difficulty of making arrows.  The first two arrows that can be created are Cougar-claw and boar-tusk arrows.  These are considered simple difficulty and that means with no techs, no career and no hobby you need 200 skill in engineering to work them masterfully.  With techs and a career or hobby and good tools you can probably bring that down into the 140 range but arrows are up there in difficulty.  The steps to make arrows look as follows:&lt;br /&gt;
&lt;br /&gt;
After Step 2 you always get this message - arrowheads to continue crafting some unfinished – which means you now have to assemble the arrowheads to the shafts, which is step 3.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get shaper&lt;br /&gt;
         then get shafts.&lt;br /&gt;
         shape shafts with shaper (this will use 1 set of shafts and put the rest of them at your feet slot)&lt;br /&gt;
Step 3 - Get arrowheads&lt;br /&gt;
         assemble my arrows with my arrowheads&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows.&lt;br /&gt;
&lt;br /&gt;
At this point you will go to step 5, unless you got the message to use the carving knife of step 4.  This message is the only one you get to carve something - A handful of rough edges require carving with a knife to remove. - Any other message you just keep using step 5 with.  You will repeatedly do step 5 unless step 4 is needed till you are asked to assemble the flights in step 6.  This is done when you see the message - You need another arrow flights to continue crafting some unfinished – which directs you to step 6.  At that point you will do steps 6, 7 and 8 in order.  If you have a stamp to stamp the arrows, you will not do step 8, but will do steps 9 and 10.  You will know you have performed the last step when you see the message - Applying the final touches, you complete working on some – which is the end point in making your arrows.&lt;br /&gt;
&lt;br /&gt;
Step 4 - put tool away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 5 - put tool away&lt;br /&gt;
         get shaper&lt;br /&gt;
         shape my arrows with my shaper&lt;br /&gt;
Step 6 - put tool away&lt;br /&gt;
         get flights&lt;br /&gt;
         assemble my arrows with my flights.&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows&lt;br /&gt;
Step 7 - put glue away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 8 - If no stamp&lt;br /&gt;
         Arrow making is done.&lt;br /&gt;
Step 9 - If stamp&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp arrows with my stamp&lt;br /&gt;
Step 10- Put stamp up&lt;br /&gt;
         arrow making is done&lt;br /&gt;
&lt;br /&gt;
This will complete your first set of 5 arrows.&lt;br /&gt;
&lt;br /&gt;
==Shaping Bows, Weapons, and Items==&lt;br /&gt;
&lt;br /&gt;
This document goes through how to shape items in the shaping craft.  At present this can be used to shape all items currently in chapters 1 (short pole), chapter 2 (shortbows), chapter 3 (longbows), chapter 4 (composite bows), chapter 7 (items), chapter 9 (staff weapons), and chapter 10 (tables).  Chapter 8 requires a codex to be able do the items in chapter 8 (beads, totems, figurines, statuette, statue).  This will allow clerics to make prayer beads with lumber at a higher quality bead and takes (beads are extremely easy to very easy which means it takes between 25 and 50 skill in engineering to make the beads) much lower skill and no techs if they lumberjack their own lumber.  Other wise you will need the shaper specialization technique to handle the lower quality lumber.  Some of the other items in chapter 8 might be for enchanting.&lt;br /&gt;
&lt;br /&gt;
Now you have 3 ways to get lumber to do these tasks.  You can lumberjack to get it and refine it (high quality lumber), or you can simply forage stick/branch/limb (which is now random on what is obtained) and when you get enough of the type you want process it (low quality lumber), and last you can buy it in the engineering society as already processed lumber (medium quality lumber).  I would only use the low quality lumber if your not doing work orders and just making things to learn engineering skill.  Work orders can be either the high quality or medium quality lumber though you will get better pay for the work order using the high quality lumber.  For items you want to make for yourself or for others use only the high quality lumber.&lt;br /&gt;
&lt;br /&gt;
You will need tools and materials to perform these tasks.  These are covered in the rest of this document.&lt;br /&gt;
&lt;br /&gt;
===Tools and materials needed===&lt;br /&gt;
&lt;br /&gt;
The materials needed for the items in the shaping book can vary but they include bow string, backer, short cord, leather strips, long pole, short pole, and lumber.  The lumber can be obtained in 3 ways and the short pole can be made.  All the rest of the items must be purchased in the Engineering Society building.&lt;br /&gt;
&lt;br /&gt;
The tools required for shaping are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book (apprentice, journeyman, master)&lt;br /&gt;
: Tool 2 - Codex (6250 kronars in engineering society)&lt;br /&gt;
: Tool 3 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 4 – Shaper&lt;br /&gt;
: Tool 5 – Carving knife&lt;br /&gt;
: Tool 6 – Rasp&lt;br /&gt;
: Tool 7 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 8 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 9 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Follow the steps above in the section on shaping your first project up to step 7. Then:&lt;br /&gt;
&lt;br /&gt;
Step 8 - Assemble backing with bowtype&lt;br /&gt;
         get glue &lt;br /&gt;
         apply glue to bowtype (Comp Bows)&lt;br /&gt;
Step 9 - Assemble strips with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 10- Assemble short cord with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 11- Assemble pole with item (does 4 poles for tables)&lt;br /&gt;
         All tables but one require long poles, one uses short poles&lt;br /&gt;
         analyze item – This tells you the next step.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 13- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item with my stamp.&lt;br /&gt;
Step 14- put up stamp&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages produced during this process are as follows:&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to &lt;br /&gt;
Shaping with a wood shaper should even out the&lt;br /&gt;
ready for shaping with a wood shaper&lt;br /&gt;
ready for continued shaping with a wood shaper&lt;br /&gt;
A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
A cluster of small knots deforms the wood&#039;s structure&lt;br /&gt;
is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
grain looks solid and ready for continued knife carving.&lt;br /&gt;
appears free of defects that would impede further carving with a knife.&lt;br /&gt;
You do not see anything that would prevent further carving with a knife.&lt;br /&gt;
The bow now must be pushed with clamps or a&lt;br /&gt;
The bow&#039;s pieces and backing material are now ready to be clamped together.&lt;br /&gt;
You need another finished bow string to continue crafting&lt;br /&gt;
You need another bone, wood or horn backing material to continue&lt;br /&gt;
You need another finished leather strips to continue crafting&lt;br /&gt;
You need another finished short leather cord to continue crafting&lt;br /&gt;
You need another finished * wooden pole to continue crafting&lt;br /&gt;
Applying the final touches, you complete working on&lt;br /&gt;
&lt;br /&gt;
At this point you have completed your project or should have.  You can now bundle the item with your logbook and proceed to the next item if you are doing a work order.  These are the basic manual steps you can use to finish your item.  Remember if you get stuck you can always analyze item and should get information such as the following:&lt;br /&gt;
&lt;br /&gt;
: &amp;gt;analyze my shortbow&lt;br /&gt;
: You analyze every aspect of the Nisha shortbow and nod as your understanding grows.&lt;br /&gt;
: When crafting is complete this will be a type of finished shortbow.&lt;br /&gt;
: With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
: From the progress so far, it looks like the shortbow is masterfully-crafted.&lt;br /&gt;
: The shortbow is a somewhat challenging piece to make.&lt;br /&gt;
: You estimate that it is very nearly done.&lt;br /&gt;
: Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
Notice the fourth line in the above information.  It tells you the next step you need to take in order to complete this shortbow.  So if you get stuck analyze the item and do what it indicates.&lt;br /&gt;
&lt;br /&gt;
==Bow Enhancements==&lt;br /&gt;
&lt;br /&gt;
This document discusses the process of performing enhancements to bows through  lamination or increase/decrease the draw weight of a given bow.  At this point I have found that you must have some pretty good quality lumber to be able to do this.  If you were to use society bought wood like maple for a shortbow and try to laminate or increase the draw strength of the bow you would fail (with no techs, 530 skill, good quality tools).  I found to be able to actually do this I had to have lumber that was much higher quality than that found in the society buildings and you only get that if you lumberjack it yourself or get it from someone who did.&lt;br /&gt;
&lt;br /&gt;
===Parts and tools required===&lt;br /&gt;
&lt;br /&gt;
To do bow enhancements you need some parts you buy in the society building, such as backer for lamination, and leather strips for cable-backing.  Lightening the draw strength usually just involves shaping of the bow to take more material off of the bow.&lt;br /&gt;
&lt;br /&gt;
For the tools you need the following:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book.  (apprentice or journeyman or masters)&lt;br /&gt;
: Tool 2 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 3 – Shaper&lt;br /&gt;
: Tool 4 – Carving knife&lt;br /&gt;
: Tool 5 – Rasp&lt;br /&gt;
: Tool 6 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 7 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 8 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to enhance a bow===&lt;br /&gt;
&lt;br /&gt;
When you enhance a bow by lamination or cable-backing you also add some weight to the bow.  When you lighten a bow you remove material from the bow and it gets a bit lighter.  So you basically laminate a bow to increase its durability.  You will find if you used a wood that has poor durability it almost appears like there is very little enhancement made to the bow.  There are differences but its really subtle.  Keep that in mind when you enhance bows.&lt;br /&gt;
&lt;br /&gt;
The basic steps to doing bow enhancement by hand requires you to have the bow in the left hand, tools and ingredients in your container, the Shaping book must be turned to the right page.  The first step is to get the shaping book and study it,  Then put it up and get your clamps and clamp the bow.  Clamping the bow will generate a message that tells you the next step to take and it will be either step 3 or step 4 or step 5.  At that point you will cycle between steps 3, 4, or 5 until you need to clamp the bow one more time.  For lamination the end process would be using step 6, then step 7, then step 8, then steps 9 and 11.  For Cable-backing the end process would be using step 6, then step 7, then step 10, then steps 9 and 11.  To lighten the bow you would simply keep using steps 3, 4 or 5 till you use step 6 and then do steps 9 and 11.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book.&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get clamps&lt;br /&gt;
         push my bow with my clamps&lt;br /&gt;
Step 3 - Use shaper when needed.  &lt;br /&gt;
         Shape item with shaper.&lt;br /&gt;
Step 4 - Use rasp when A bulbous knot is present.  &lt;br /&gt;
         Rub item with rasp.&lt;br /&gt;
Step 5 - Use carving knife if fine detail is needed.&lt;br /&gt;
         Carve item with knife.&lt;br /&gt;
Step 6 - Use clamps when needed.  &lt;br /&gt;
         push item with clamps&lt;br /&gt;
Step 7 - apply glue to item.&lt;br /&gt;
Step 8 – get backing&lt;br /&gt;
         Assemble backing&lt;br /&gt;
         analyze.&lt;br /&gt;
Step 9 - get stain&lt;br /&gt;
         apply stain.&lt;br /&gt;
Step 10- get strips&lt;br /&gt;
         assemble strips with item&lt;br /&gt;
         analyze&lt;br /&gt;
Step 11- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item.&lt;br /&gt;
Step 13- put stamp away&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages during the process are as follows:&lt;br /&gt;
&lt;br /&gt;
: Shaping with a wood shaper is needed to&lt;br /&gt;
: A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
: The wood is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
: appears free of defects that would impede further carving with a knife.&lt;br /&gt;
: grain looks solid and ready for continued knife carving.&lt;br /&gt;
: materials are ready to be compressed with clamps or&lt;br /&gt;
: Glue should now be applied so assembly can begin.&lt;br /&gt;
: appears ready to be reinforced with some backer material.&lt;br /&gt;
: Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
: appears ready to be strengthened with some leather strips.&lt;br /&gt;
: is ready to be assembled with leather strips&lt;br /&gt;
: construction shows improved signs of durability and wear resistance&lt;br /&gt;
: weight and draw strength appears significantly&lt;br /&gt;
: Close inspection of the completed&lt;br /&gt;
: You study the instructions about bow cable-backing&lt;br /&gt;
: You study the instructions about bow lamination&lt;br /&gt;
: You study the instructions about bow lightening&lt;br /&gt;
&lt;br /&gt;
Note the variation in the messages comes mostly from the Steps 8 and 10.  Where you assemble the backer or the strips and then analyze the bowtype.  Its entirely possible not all the messages that are possible have been seen yet.  In that case you may need to add a few more to this set.&lt;br /&gt;
&lt;br /&gt;
==Making Beads and totems from Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Beads, totems, figurines, statuette and statues can be made from chapter 8.  However, this chapter requires you have a codex.  What you do is set yourself to the item in the shaping book you want to create.  Then you turn to the chapter and page in the codex for the type of item you want to shape.  After study of both books starting with the shaping book, you proceed just like  you were making a normal item, bow, or staff weapon.  The steps are included in the MANUAL STEPS TO SHAPE section.&lt;br /&gt;
&lt;br /&gt;
==Repair of wood based items==&lt;br /&gt;
&lt;br /&gt;
To repair any item you make with a bow requires two things.  Sandpaper and stain.  Having the repair techs helps a great deal as well.  The steps to repair wood based items are as follows:&lt;br /&gt;
&lt;br /&gt;
Step 1 – Rub my item with my sandpaper.&lt;br /&gt;
Step 2 – get Stain&lt;br /&gt;
         apply stain to my item.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447030</id>
		<title>Shaping guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447030"/>
		<updated>2016-06-21T14:38:32Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Lumber Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Shaping is one of the disciplines in the [[Engineering craft]] that consists of two basic parts.  The first is gathering wood and refining the wood into lumber, also known as [[lumberjacking]].  Once you have the lumber you can make things from it.  In addition clay items will be possible at some future point in time.&lt;br /&gt;
&lt;br /&gt;
Of these five areas the fifth one which is chapter 8 of the shaping book is not currently complete. Chapter 8 will probably require a second book called a codex, which basic observation tells me will be where clerics will make prayer beads and perhaps items for enchanting.&lt;br /&gt;
&lt;br /&gt;
==Lumberjacking==&lt;br /&gt;
&lt;br /&gt;
See the page on [[Lumberjacking]] for more information on tools, dangers, wood types and locations, and turning raw wood into lumber.&lt;br /&gt;
&lt;br /&gt;
===Lumber Use===&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items.  To understand how this works you need to basically know the actual stats the lumber produces.  Early when you start out your appraisal skill is quite low which usually results in you getting information from appraise item careful that is not super accurate.  So this list is your life line to understanding what lumber to use for what project.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Woods]] for a chart of the wood types and their properties. It can help to keep it open in another browser tab to quickly reference.&lt;br /&gt;
&lt;br /&gt;
Now when you look at these wood types you will see that the best shortbow woods tend to have Shortbow Affinity (SA) of 70 and up.  Longbow wood has Longbow Affinity (LA) at 70 or up, and comp bow wood has Composite Affinity (CA) at 70 or up.  Near as I can tell having a high hardness really helps the wooden weapons like staffs.  So for making bows you want high for SA or LA or CA and you also want your Workability to be high if you can.  I found when creating bows and then trying to add lamination or increase/decrease draw weight, if the workability of the wood was not high and the quality was not high I could not complete the process successfully. That was with very few techs and no career or hobby and 530+ skill in engineering.  And I most certainly could not add lamination or increase/decrease draw weight of bows using society bought lumber.  If you get the technique called shaper specialization you can then do the bow enhancements on the store bought lumbers or lower quality lumbers but as near as i can tell even with over 530 skill you can&#039;t do the enhancements on lumber that is 70 quality or lower without that technique.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
&lt;br /&gt;
Fletching arrows involves making arrowheads from critter parts at present and making shafts and then combining them with flights to create an arrow.  At some future point we will be able to possibly use bone, metal, and stone to make arrowheads, which will expand the types of arrows we can make.  This area of the guild will explain the only tools needed to make the items for the arrows and the final product.&lt;br /&gt;
&lt;br /&gt;
Tools to use for Arrow making&lt;br /&gt;
&lt;br /&gt;
The tools for making arrows are basically most all of the tools required for shaping.  Those are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaper&lt;br /&gt;
: Tool 2 – Carving Knife&lt;br /&gt;
: Tool 3 – Glue&lt;br /&gt;
: Tool 4 – Feather flights only from the shaping society.&lt;br /&gt;
: Tool 5 – A part from some critter to make an arrowhead.  These can be cougar claws, boar tusk, Sabre tooth, Angiswaerd tooth, Hele&#039;la claw, Elsrael Tooth, Soot stained claw, Ice adder tooth, Jagged horn, and drake fang.&lt;br /&gt;
&lt;br /&gt;
===Shaft making===&lt;br /&gt;
&lt;br /&gt;
Ok shaft making is really simple.  You get some lumber It does not appear to matter what you get wood wise as long as you can make it masterful.  Masterful shafts all appear to work the same no matter what wood its made from.  So first you get some lumber.  If you use 2 pieces of your lumber you can make  2 sets of shafts that will make 5 arrows each.  That would be 10 arrows you can make from 2 pieces of your lumber.  So if you have a stack of lumber and only want to turn 2 pieces into shafts you do the following:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – mark my lumber at 2 pieces&lt;br /&gt;
:Step 2 – Get your scissors out and cut lumber with scissors. (don&#039;t ask)&lt;br /&gt;
&lt;br /&gt;
That should give you in hand 2 pieces of lumber with the rest at your feet or on the ground where it may have been when you started.  Now with the 2 pieces of lumber either in hand or on the ground.  Here are the manual steps to make the shafts.&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get shaper from your container.&lt;br /&gt;
:Step 2 – Shape lumber into arrow/bolt shaft&lt;br /&gt;
:Step 3 – Put shaper in your container.&lt;br /&gt;
&lt;br /&gt;
Now you have your shafts.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it you now have shafts in hand.  Count shafts, analyze shafts, appraise shafts careful, hug your shafts, kiss your shafts, just don&#039;t get shafted.  Your done making shafts for now.  Note in my work with shafts I find they all combine and it does not matter what wood you use.  So bottom line here is use the wood you can make the shafts at masterfully done.  The type of wood does not matter to the final product only the fact that its masterful.&lt;br /&gt;
&lt;br /&gt;
===Arrowhead making===&lt;br /&gt;
&lt;br /&gt;
Arrowhead making is pretty simple just like making the shafts.  You must have some skinned critter parts though.  Early on that means boar tusk or cougar claws.  Each tusk or claw will make 5 arrowheads.  So if you want to make 20 arrows all you need is 4 of them.  As an example lets say you have 4 boar tusks.  Put them in your container.  So to manually turn 4 boar tusks into arrowheads you do the following steps:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get tool to shape the arrowhead, can be hammer, knife, shaper, weapons of various types, etc.&lt;br /&gt;
:Step 2 – Get boar tusk from your container.&lt;br /&gt;
:Step 3 – Shape part into arrowhead/bolthead.&lt;br /&gt;
:Step 4 – Put arrowhead in container&lt;br /&gt;
:Step 5 – Go back to step 2 and continue till done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow making===&lt;br /&gt;
&lt;br /&gt;
Arrow making can get fairly complicated.  But its also fairly easy if you follow a few simple rules.  Once you shape the shafts proceed to the shaping part and stay there till you get a message to do something else.  Make sure your shaping book is turned to the right page for the right arrows your going to make.  At this point I need to mention the difficulty of making arrows.  The first two arrows that can be created are Cougar-claw and boar-tusk arrows.  These are considered simple difficulty and that means with no techs, no career and no hobby you need 200 skill in engineering to work them masterfully.  With techs and a career or hobby and good tools you can probably bring that down into the 140 range but arrows are up there in difficulty.  The steps to make arrows look as follows:&lt;br /&gt;
&lt;br /&gt;
After Step 2 you always get this message - arrowheads to continue crafting some unfinished – which means you now have to assemble the arrowheads to the shafts, which is step 3.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get shaper&lt;br /&gt;
         then get shafts.&lt;br /&gt;
         shape shafts with shaper (this will use 1 set of shafts and put the rest of them at your feet slot)&lt;br /&gt;
Step 3 - Get arrowheads&lt;br /&gt;
         assemble my arrows with my arrowheads&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows.&lt;br /&gt;
&lt;br /&gt;
At this point you will go to step 5, unless you got the message to use the carving knife of step 4.  This message is the only one you get to carve something - A handful of rough edges require carving with a knife to remove. - Any other message you just keep using step 5 with.  You will repeatedly do step 5 unless step 4 is needed till you are asked to assemble the flights in step 6.  This is done when you see the message - You need another arrow flights to continue crafting some unfinished – which directs you to step 6.  At that point you will do steps 6, 7 and 8 in order.  If you have a stamp to stamp the arrows, you will not do step 8, but will do steps 9 and 10.  You will know you have performed the last step when you see the message - Applying the final touches, you complete working on some – which is the end point in making your arrows.&lt;br /&gt;
&lt;br /&gt;
Step 4 - put tool away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 5 - put tool away&lt;br /&gt;
         get shaper&lt;br /&gt;
         shape my arrows with my shaper&lt;br /&gt;
Step 6 - put tool away&lt;br /&gt;
         get flights&lt;br /&gt;
         assemble my arrows with my flights.&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows&lt;br /&gt;
Step 7 - put glue away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 8 - If no stamp&lt;br /&gt;
         Arrow making is done.&lt;br /&gt;
Step 9 - If stamp&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp arrows with my stamp&lt;br /&gt;
Step 10- Put stamp up&lt;br /&gt;
         arrow making is done&lt;br /&gt;
&lt;br /&gt;
This will complete your first set of 5 arrows.&lt;br /&gt;
&lt;br /&gt;
==Shaping Bows, Weapons, and Items==&lt;br /&gt;
&lt;br /&gt;
This document goes through how to shape items in the shaping craft.  At present this can be used to shape all items currently in chapters 1 (short pole), chapter 2 (shortbows), chapter 3 (longbows), chapter 4 (composite bows), chapter 7 (items), chapter 9 (staff weapons), and chapter 10 (tables).  Chapter 8 requires a codex to be able do the items in chapter 8 (beads, totems, figurines, statuette, statue).  This will allow clerics to make prayer beads with lumber at a higher quality bead and takes (beads are extremely easy to very easy which means it takes between 25 and 50 skill in engineering to make the beads) much lower skill and no techs if they lumberjack their own lumber.  Other wise you will need the shaper specialization technique to handle the lower quality lumber.  Some of the other items in chapter 8 might be for enchanting.&lt;br /&gt;
&lt;br /&gt;
Now you have 3 ways to get lumber to do these tasks.  You can lumberjack to get it and refine it (high quality lumber), or you can simply forage stick/branch/limb (which is now random on what is obtained) and when you get enough of the type you want process it (low quality lumber), and last you can buy it in the engineering society as already processed lumber (medium quality lumber).  I would only use the low quality lumber if your not doing work orders and just making things to learn engineering skill.  Work orders can be either the high quality or medium quality lumber though you will get better pay for the work order using the high quality lumber.  For items you want to make for yourself or for others use only the high quality lumber.&lt;br /&gt;
&lt;br /&gt;
You will need tools and materials to perform these tasks.  These are covered in the rest of this document.&lt;br /&gt;
&lt;br /&gt;
===Tools and materials needed===&lt;br /&gt;
&lt;br /&gt;
The materials needed for the items in the shaping book can vary but they include bow string, backer, short cord, leather strips, long pole, short pole, and lumber.  The lumber can be obtained in 3 ways and the short pole can be made.  All the rest of the items must be purchased in the Engineering Society building.&lt;br /&gt;
&lt;br /&gt;
The tools required for shaping are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book (apprentice, journeyman, master)&lt;br /&gt;
: Tool 2 - Codex (6250 kronars in engineering society)&lt;br /&gt;
: Tool 3 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 4 – Shaper&lt;br /&gt;
: Tool 5 – Carving knife&lt;br /&gt;
: Tool 6 – Rasp&lt;br /&gt;
: Tool 7 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 8 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 9 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to shape an item===&lt;br /&gt;
&lt;br /&gt;
To make most of the items in the shaping book, you must have lumber.  As mentioned earlier in this document you have 3 ways to get the lumber.  You will also need to use lumber that is suitable for the item you are making.  All lumber appears to work for items and tables.  Staffs require hardness to provide better damage stats for the weapon you make.  And of course the bows need wood with a high affinity for that type of bow.&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items. The section on Forest Types in this document gives a good explanation of the wood types and where they are found.  The [[:Category:Woods]] will show you where the wood type is best used.  &lt;br /&gt;
&lt;br /&gt;
When you cut pieces of wood you get the following:&lt;br /&gt;
&lt;br /&gt;
: wood stick - 1 piece&lt;br /&gt;
: wood branch - 2 pieces&lt;br /&gt;
: wood limb - 3 pieces&lt;br /&gt;
: wood log - 4 pieces&lt;br /&gt;
: thick wood log - 5 pieces&lt;br /&gt;
&lt;br /&gt;
Syntax: COUNT WOOD, COUNT LUMBER when you refine it.&lt;br /&gt;
&lt;br /&gt;
====Manual steps to shape====&lt;br /&gt;
&lt;br /&gt;
To shape an item you need to have some processed lumber in the left hand, tools and ingredients in your container, and shaping book.  The Shaping book must be turned to the right chapter and page for the item you are going to be working.  Make sure you have all the ingredients required by the item.  For instance all composite bows require backer material and a bow string, while shortbows only need a bow string.  So read the page of the item your going to make and make sure you have all the ingredients needed ahead of time.  Note also if the item your going to make is from chapter 8 of the shaping book then you have to have the codex as well.  Make sure the codex and shaping book are both set to the right page for what you want to make.  Then do the following steps.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study my book&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         (If chapter 8 items)&lt;br /&gt;
         get codex&lt;br /&gt;
         study codex&lt;br /&gt;
         put codex away&lt;br /&gt;
         (the above 3 only needed for chapter 8 items)&lt;br /&gt;
         get lumber&lt;br /&gt;
         get drawknife&lt;br /&gt;
         scrape lumber with drawknife&lt;br /&gt;
Step 3 - Use shaper when needed&lt;br /&gt;
         Shape item with shaper.&lt;br /&gt;
Step 4 - Use rasp when A bulbous knot is present&lt;br /&gt;
         Rub item with rasp.&lt;br /&gt;
Step 5 - Use carving knife if fine detail is needed&lt;br /&gt;
         Carve item with knife.&lt;br /&gt;
Step 6 - Use clamps when needed&lt;br /&gt;
         push item with clamps&lt;br /&gt;
Step 7 - Assemble String with bowtype&lt;br /&gt;
         get stain&lt;br /&gt;
         apply stain to bowtype&lt;br /&gt;
Step 8 - Assemble backing with bowtype&lt;br /&gt;
         get glue &lt;br /&gt;
         apply glue to bowtype (Comp Bows)&lt;br /&gt;
Step 9 - Assemble strips with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 10- Assemble short cord with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 11- Assemble pole with item (does 4 poles for tables)&lt;br /&gt;
         All tables but one require long poles, one uses short poles&lt;br /&gt;
         analyze item – This tells you the next step.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 13- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item with my stamp.&lt;br /&gt;
Step 14- put up stamp&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages produced during this process are as follows:&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to &lt;br /&gt;
Shaping with a wood shaper should even out the&lt;br /&gt;
ready for shaping with a wood shaper&lt;br /&gt;
ready for continued shaping with a wood shaper&lt;br /&gt;
A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
A cluster of small knots deforms the wood&#039;s structure&lt;br /&gt;
is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
grain looks solid and ready for continued knife carving.&lt;br /&gt;
appears free of defects that would impede further carving with a knife.&lt;br /&gt;
You do not see anything that would prevent further carving with a knife.&lt;br /&gt;
The bow now must be pushed with clamps or a&lt;br /&gt;
The bow&#039;s pieces and backing material are now ready to be clamped together.&lt;br /&gt;
You need another finished bow string to continue crafting&lt;br /&gt;
You need another bone, wood or horn backing material to continue&lt;br /&gt;
You need another finished leather strips to continue crafting&lt;br /&gt;
You need another finished short leather cord to continue crafting&lt;br /&gt;
You need another finished * wooden pole to continue crafting&lt;br /&gt;
Applying the final touches, you complete working on&lt;br /&gt;
&lt;br /&gt;
At this point you have completed your project or should have.  You can now bundle the item with your logbook and proceed to the next item if you are doing a work order.  These are the basic manual steps you can use to finish your item.  Remember if you get stuck you can always analyze item and should get information such as the following:&lt;br /&gt;
&lt;br /&gt;
: &amp;gt;analyze my shortbow&lt;br /&gt;
: You analyze every aspect of the Nisha shortbow and nod as your understanding grows.&lt;br /&gt;
: When crafting is complete this will be a type of finished shortbow.&lt;br /&gt;
: With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
: From the progress so far, it looks like the shortbow is masterfully-crafted.&lt;br /&gt;
: The shortbow is a somewhat challenging piece to make.&lt;br /&gt;
: You estimate that it is very nearly done.&lt;br /&gt;
: Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
Notice the fourth line in the above information.  It tells you the next step you need to take in order to complete this shortbow.  So if you get stuck analyze the item and do what it indicates.&lt;br /&gt;
&lt;br /&gt;
==Bow Enhancements==&lt;br /&gt;
&lt;br /&gt;
This document discusses the process of performing enhancements to bows through  lamination or increase/decrease the draw weight of a given bow.  At this point I have found that you must have some pretty good quality lumber to be able to do this.  If you were to use society bought wood like maple for a shortbow and try to laminate or increase the draw strength of the bow you would fail (with no techs, 530 skill, good quality tools).  I found to be able to actually do this I had to have lumber that was much higher quality than that found in the society buildings and you only get that if you lumberjack it yourself or get it from someone who did.&lt;br /&gt;
&lt;br /&gt;
===Parts and tools required===&lt;br /&gt;
&lt;br /&gt;
To do bow enhancements you need some parts you buy in the society building, such as backer for lamination, and leather strips for cable-backing.  Lightening the draw strength usually just involves shaping of the bow to take more material off of the bow.&lt;br /&gt;
&lt;br /&gt;
For the tools you need the following:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book.  (apprentice or journeyman or masters)&lt;br /&gt;
: Tool 2 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 3 – Shaper&lt;br /&gt;
: Tool 4 – Carving knife&lt;br /&gt;
: Tool 5 – Rasp&lt;br /&gt;
: Tool 6 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 7 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 8 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to enhance a bow===&lt;br /&gt;
&lt;br /&gt;
When you enhance a bow by lamination or cable-backing you also add some weight to the bow.  When you lighten a bow you remove material from the bow and it gets a bit lighter.  So you basically laminate a bow to increase its durability.  You will find if you used a wood that has poor durability it almost appears like there is very little enhancement made to the bow.  There are differences but its really subtle.  Keep that in mind when you enhance bows.&lt;br /&gt;
&lt;br /&gt;
The basic steps to doing bow enhancement by hand requires you to have the bow in the left hand, tools and ingredients in your container, the Shaping book must be turned to the right page.  The first step is to get the shaping book and study it,  Then put it up and get your clamps and clamp the bow.  Clamping the bow will generate a message that tells you the next step to take and it will be either step 3 or step 4 or step 5.  At that point you will cycle between steps 3, 4, or 5 until you need to clamp the bow one more time.  For lamination the end process would be using step 6, then step 7, then step 8, then steps 9 and 11.  For Cable-backing the end process would be using step 6, then step 7, then step 10, then steps 9 and 11.  To lighten the bow you would simply keep using steps 3, 4 or 5 till you use step 6 and then do steps 9 and 11.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book.&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get clamps&lt;br /&gt;
         push my bow with my clamps&lt;br /&gt;
Step 3 - Use shaper when needed.  &lt;br /&gt;
         Shape item with shaper.&lt;br /&gt;
Step 4 - Use rasp when A bulbous knot is present.  &lt;br /&gt;
         Rub item with rasp.&lt;br /&gt;
Step 5 - Use carving knife if fine detail is needed.&lt;br /&gt;
         Carve item with knife.&lt;br /&gt;
Step 6 - Use clamps when needed.  &lt;br /&gt;
         push item with clamps&lt;br /&gt;
Step 7 - apply glue to item.&lt;br /&gt;
Step 8 – get backing&lt;br /&gt;
         Assemble backing&lt;br /&gt;
         analyze.&lt;br /&gt;
Step 9 - get stain&lt;br /&gt;
         apply stain.&lt;br /&gt;
Step 10- get strips&lt;br /&gt;
         assemble strips with item&lt;br /&gt;
         analyze&lt;br /&gt;
Step 11- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item.&lt;br /&gt;
Step 13- put stamp away&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages during the process are as follows:&lt;br /&gt;
&lt;br /&gt;
: Shaping with a wood shaper is needed to&lt;br /&gt;
: A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
: The wood is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
: appears free of defects that would impede further carving with a knife.&lt;br /&gt;
: grain looks solid and ready for continued knife carving.&lt;br /&gt;
: materials are ready to be compressed with clamps or&lt;br /&gt;
: Glue should now be applied so assembly can begin.&lt;br /&gt;
: appears ready to be reinforced with some backer material.&lt;br /&gt;
: Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
: appears ready to be strengthened with some leather strips.&lt;br /&gt;
: is ready to be assembled with leather strips&lt;br /&gt;
: construction shows improved signs of durability and wear resistance&lt;br /&gt;
: weight and draw strength appears significantly&lt;br /&gt;
: Close inspection of the completed&lt;br /&gt;
: You study the instructions about bow cable-backing&lt;br /&gt;
: You study the instructions about bow lamination&lt;br /&gt;
: You study the instructions about bow lightening&lt;br /&gt;
&lt;br /&gt;
Note the variation in the messages comes mostly from the Steps 8 and 10.  Where you assemble the backer or the strips and then analyze the bowtype.  Its entirely possible not all the messages that are possible have been seen yet.  In that case you may need to add a few more to this set.&lt;br /&gt;
&lt;br /&gt;
==Making Beads and totems from Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Beads, totems, figurines, statuette and statues can be made from chapter 8.  However, this chapter requires you have a codex.  What you do is set yourself to the item in the shaping book you want to create.  Then you turn to the chapter and page in the codex for the type of item you want to shape.  After study of both books starting with the shaping book, you proceed just like  you were making a normal item, bow, or staff weapon.  The steps are included in the MANUAL STEPS TO SHAPE section.&lt;br /&gt;
&lt;br /&gt;
==Repair of wood based items==&lt;br /&gt;
&lt;br /&gt;
To repair any item you make with a bow requires two things.  Sandpaper and stain.  Having the repair techs helps a great deal as well.  The steps to repair wood based items are as follows:&lt;br /&gt;
&lt;br /&gt;
Step 1 – Rub my item with my sandpaper.&lt;br /&gt;
Step 2 – get Stain&lt;br /&gt;
         apply stain to my item.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=447029</id>
		<title>Lumberjacking</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lumberjacking&amp;diff=447029"/>
		<updated>2016-06-21T14:36:57Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}  {{Incomplete}}&lt;br /&gt;
The &#039;&#039;&#039;logging&#039;&#039;&#039; or lumberjack system is used to produce wood for [[engineering]] and other crafts. Lumberjacking trains [[Outdoorsmanship skill]].&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[Axe]]s: Any weapon with the noun &amp;quot;axe&amp;quot; or &amp;quot;greataxe&amp;quot; should be usable to fell trees. The higher the slice of the axe, the greater chance of an RT reduction.&lt;br /&gt;
* [[Hatchet]]: In additions to &amp;quot;axes&amp;quot; and &amp;quot;greataxes&amp;quot; any weapon with the noun being &amp;quot;hatchet&amp;quot; will also work to fell trees.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
===Survey the Grove===&lt;br /&gt;
The first step to logging is to find an appropriate area and {{tt|WATCH FOREST}} to determine what trees can be found there.&lt;br /&gt;
&lt;br /&gt;
{{com|Watch}}ing will also allow seeing how much material is left to be logged in a given room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST DANGER}} will allow an attempt to make a dangerous situation safer in any single room.&lt;br /&gt;
&lt;br /&gt;
{{tt|WATCH FOREST CAREFULLY}} will allow an attempt to locate more material.&lt;br /&gt;
&lt;br /&gt;
The materials that can be found are entirely dependent on the climate of the area. Rare materials verified in Prime 6/16.&lt;br /&gt;
&lt;br /&gt;
===Logging===&lt;br /&gt;
Once you have located suitable area, hold your axe in either hand (other hand must be empty), simply proceed to {{com|CHOP TREE}}.&lt;br /&gt;
&lt;br /&gt;
Trees take a number of chops to fall, after which they can produce several pieces of wood on subsequent chops.  You can receive various sizes of wood pieces which include:&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; stick - &#039;&#039;1 piece&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; branch - &#039;&#039;2 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; limb - &#039;&#039;3 pieces&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;4 pieces&#039;&#039;&lt;br /&gt;
* thick &#039;&#039;&#039;wood&#039;&#039;&#039; log - &#039;&#039;5 pieces&#039;&#039;&lt;br /&gt;
::Syntax: {{com|count}} &amp;lt;tt&amp;gt;&#039;&#039;&#039;WOOD&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Material Storage===&lt;br /&gt;
Once a material is found that is worth keeping, either pick it up by hand, or {{com|push}} it to the side to have a nearby attendant store it for a small fee. If attendants are not available in the logging location, deed packets purchasable from either crafting society allows deeding of materials by {{com|push}}ing the material with the packet. Note that deed packets will require ten minutes to pass before the material becomes available for use within any crafting society.&lt;br /&gt;
&lt;br /&gt;
Attendants charge 10% of the material&#039;s appraised value, while deeds from a packet cost a flat 1 silver lirum per deed.  For more valuable materials, it&#039;s cheaper to use a packet even if attendants are available.&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
The more activity in a given area, the greater the chance of a mishap. The type of dangers is practically dependent upon the stone type of the area.&lt;br /&gt;
&lt;br /&gt;
The dangers have a variety of results, such as either direct damage, outright death, or just destruction of all chop-able materials in the area.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mining and Lumberjacking are dangerous. But you can completely avoid the danger 100% of the time if you slow down. &lt;br /&gt;
    &lt;br /&gt;
The danger messaging occurs a number of seconds after the danger spawns. If you immediately chop back-to-back, you may miss it and trigger the disaster (or make it worse).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Explosion===&lt;br /&gt;
* Room Message: You notice an unusual smell drifting through the area.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: Chopping towards the tree, your hurling axe accidentally collides with nearby stone, setting off a blast that launches debris flying in all directions.  The shatterd tree clips your head as it falls, sending the whole world black!&lt;br /&gt;
: The world slowly comes into focus again, followed swiftly by a throbbing headache.&lt;br /&gt;
:: End up prone with an internal head bleeder/external head cuts &amp;amp; bruises&lt;br /&gt;
&lt;br /&gt;
--- Also ---&lt;br /&gt;
&lt;br /&gt;
* Room Message: Unknown&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because an unusual smell hints at an explosion danger.&lt;br /&gt;
* Fail message: &amp;gt;chop tree&lt;br /&gt;
You swing your {axe} towards the tree and and are rewarded with a detonation of sharp wood fragments!  Jagged wood lodges into you, leaving bloody gashes and quickly deepening bruises, while the force of the impact knocks you clear off your feet.  It would appear you missed some caustic fungus growing around the trunk.&lt;br /&gt;
Roundtime: 16 sec.&lt;br /&gt;
: Short stun, External and internal bleeders&lt;br /&gt;
&lt;br /&gt;
===Collapse===&lt;br /&gt;
* Room Message: A loud cracking sound resonates from somewhere closeby.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because the trees look unsound and in danger of collapse.&lt;br /&gt;
* Fail message: The trunk suddenly snaps and begins to topple towards you.  Your footing gives way as you stumble backwards and right into its path.  The loud thud of the tree bouncing against your the ground seems other-wordly loud.  The peaceful sound of the forest that replaces it would be comforting, if only you were able to move!  Although unharmed, the rolling trunk has you pinned solidly in place.&lt;br /&gt;
: The thick tree trunk shifts, further constraining your movement.&lt;br /&gt;
: The weight of the trunk pressing in seems to squeeze the air out of your lungs.&lt;br /&gt;
: The remaining air seems stale and your labored breathing rasps loudly in your own ears.&lt;br /&gt;
: You can feel your vision narrowing.&lt;br /&gt;
: Breathing becomes continually more challenging.  If someone doesn&#039;t help you soon, you may be in serious trouble.&lt;br /&gt;
:: And then death...&lt;br /&gt;
* note: you are able to talk when pinned, but not yell or do any actions.&lt;br /&gt;
&lt;br /&gt;
===Dangerous Flora &amp;amp; Fauna===&lt;br /&gt;
* Room Message: A monotonous buzzing sound fills the air.&lt;br /&gt;
* WATCH FOREST Message: Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&lt;br /&gt;
* Fail message: Your &#039;&#039;&amp;lt;axe&amp;gt;&#039;&#039; crashes into the wood and punches through with surprisingly little resistance.  A blanket of warmness creeps up your legs and interrupts your inspection of the hollow trunk.  You suddenly have trouble standing up, and notice flames teasing your kneecaps.  A blanket of fire ants marches steadily higher, consuming more of your body with each  step.  Frantically you paw at them with now-melting hands.  Like an inch-worm, you wiggle your torso away from the log.  Exhausted, your prop your back up against a log and find yourself unable to breath.  The whole interior of your chest sizzles and pops as though atop a bonfire.  A pinprick of light is all that remains of the world before it too extinguishes entirely.&lt;br /&gt;
: And death...&lt;br /&gt;
&lt;br /&gt;
==Forest Groupings==&lt;br /&gt;
There are 4 types of forest found, with the following wood types included in each.  As per GM [[Kodius]], the materials that can be found are entirely dependent on the climate of the area.  So while a wood may be included in a grouping, province &amp;amp; terrain influence actual availability.  A [[Post:Statistics_-_06/16/2015_-_00:06|post]] was also made by GM [[Kodius]] on wood type rarity. Additionally, rare-spawn wood sticks that are produced during the felling of a common or uncommon forest room can drop independent of the forest type group currently being harvested.&lt;br /&gt;
&lt;br /&gt;
* [[Boreal]] forests tend to be found in the coldest of climates where snowfall can be substantial.  Only the heartiest of trees can survive there.  Larch and Tamarak are two species of tree found there.&lt;br /&gt;
* [[Coniferous]] forests tend to exist nearer areas with warm summer and cold winters.  This includes drier inland areas and coastal areas seeing heavy rainfall.  Many coniferous trees feature needle-like leaves that provide greater protection from the varied climate.&lt;br /&gt;
* [[Deciduous]] forests are often centrally located, between the frigid boreal forests and the sweltering tropics.  These forests are distinct due to the trees&#039; leaves exhibiting a renewal cycle in time with the four seasons.&lt;br /&gt;
* [[Tropical]] forests that reside in areas of high heat and rainfall.  Some of these trees even live partially or completely submerged in water.  Often rarer and somewhat exotic, the wood from these trees can be quite beautiful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; |&lt;br /&gt;
===Boreal===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[alder|Alder tree]]&lt;br /&gt;
* [[apple (wood)|Apple tree]]&lt;br /&gt;
* [[ash (wood)|Ash tree]]&lt;br /&gt;
* [[aspen|Aspen tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[azurelle|Azurelle tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[fir|Fir tree]]&lt;br /&gt;
* &#039;&#039;[[ironwood|Ironwood tree]]&#039;&#039;&lt;br /&gt;
* [[larch|Larch tree]]&lt;br /&gt;
* &#039;&#039;[[lelori|Lelori tree]]&#039;&#039;&lt;br /&gt;
* [[oak|Oak tree]]&lt;br /&gt;
* [[pine|Pine tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[rockwood|Rockwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[spruce|Spruce tree]]&lt;br /&gt;
* &#039;&#039;[[tamarak|Tamarak tree]]&#039;&#039;&lt;br /&gt;
* [[willow|Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Coniferous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[cedar|Cedar tree]]&lt;br /&gt;
* [[cypress|Cypress tree]]&lt;br /&gt;
* &#039;&#039;[[ebony|Ebony tree]]&#039;&#039;&lt;br /&gt;
* [[fir|Fir tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[goldwood|Goldwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[hemlock|Hemlock tree]]&lt;br /&gt;
* [[maple|Maple tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[mistwood|Mistwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[pine|Pine tree]]&lt;br /&gt;
* &#039;&#039;[[redwood|Redwood tree]]&#039;&#039;&lt;br /&gt;
* [[spruce|Spruce tree]]&lt;br /&gt;
* &#039;&#039;[[yew|Yew tree]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Deciduous===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[apple (wood)|Apple tree]]&lt;br /&gt;
* [[ash (wood)|Ash tree]]&lt;br /&gt;
* [[aspen|Aspen tree]]&lt;br /&gt;
* [[birch|Birch tree]]&lt;br /&gt;
* &#039;&#039;[[cherry (wood)|Cherry tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[darkspine|Darkspine tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[elm|Elm tree]]&lt;br /&gt;
* &#039;&#039;[[hickory|Hickory tree]]&#039;&#039;&lt;br /&gt;
* [[maple|Maple tree]]&lt;br /&gt;
* [[oak|Oak tree]]&lt;br /&gt;
* &#039;&#039;[[osage|Osage tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[silverwood|Silverwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[walnut|Walnut tree]]&lt;br /&gt;
* [[willow|Willow tree]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Tropical===&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[balsa|Balsa tree]]&lt;br /&gt;
* [[bamboo|Bamboo tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[bloodwood|Bloodwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[bocote|Bocote tree]]&#039;&#039;&lt;br /&gt;
* [[cedar|Cedar tree]]&lt;br /&gt;
* &#039;&#039;&#039;[[copperwood|Copperwood tree]]&#039;&#039;&#039;&lt;br /&gt;
* [[durian|Durian tree]]&lt;br /&gt;
* &#039;&#039;[[kapok|Kapok tree]]&#039;&#039;&lt;br /&gt;
* [[mahogany|Mahogany tree]]&lt;br /&gt;
* [[mangrove|Mangrove tree]]&lt;br /&gt;
* [[moabi|Moabi tree]]&lt;br /&gt;
* &#039;&#039;[[rosewood|Rosewood tree]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;[[sandalwood|Sandalwood tree]]&#039;&#039;&lt;br /&gt;
* [[teak|Teak tree]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* A table-formatted list with the crafting properties of each type can be found on the [[:Category:Woods|Woods]] page or the [[:Category:Crafting_materials#Common_wood|Crafting Materials]] page.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Grove !! width=&amp;quot;80&amp;quot;|Province !! Location !! Hunting !! Tree Types&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap11|NTR Wilderness]]||[[Zoluren]]||NTR near the [[Viper]]/[[Rock Guardian]] trail entrance||No||coniferous &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Dragoon Camp]]||[[Zoluren]]||2 rooms on the west side of the brook west of [[Crossing]]||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap5|Cougar Hunting Area]]||[[Zoluren]]||west of the brook out the west gate of [[Crossing]]||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap60|Leth Deriel]]||[[Zoluren]]||[[Forest of Night]] [[Blood Nyad]] / [[Blood Dryad]] hunting north of [[Leth Deriel]]||Yes||boreal, tropical, coniferous &lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap60c|Silverclaw Hub]]||[[Zoluren]]||[[Forest of Night]] [[Dryad Priestess]] / [[Twisted Dryad]] outside of the [[Silverclaw Hub]]||Yes||boreal, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap61c|Leth Deriel]]||[[Zoluren]]||[[Grove of the White Laurel]] estate holder [[Treehopper Toad]] hunting area||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Seordav Telga]]||[[Therengia]]||[[Ker&#039;Leor]] [[Gypsy Marauder]] hunting area over the felled tree||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap43|Gallows Woods]]||[[Therengia]]||[[Ker&#039;Leor]] estate holder [[Forest Geni]] hunting area||Yes||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap41|North Road, Beech Grove]]||[[Therengia]]||road between [[El Bain&#039;s Stop]] &amp;amp; [[Langenfirth]], aka [[Danduwen Forest]]||No||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34c|Mistwood Forest]]||[[Therengia]]||[[Mistwood Forest]], North Road to the rope bridge||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest Deer Trail]]||[[Therengia]]||[[Mistwood Forest]], [[Vicious Warcat|Warcat]] &amp;amp; [[Orc Bandit]] hunting area||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap34|Mistwood Forest]]||[[Therengia]]||[[Mistwood Forest]], north of the river by Rossman&#039;s||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap33|Mistwood Forest Road]]||[[Therengia]]||[[Mistwood Forest]], [[Riverhaven]] west gate to [[Nightweaver Unyn]]||Yes||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap31f|Haven Castle]]||[[Therengia]]||[[Riverhaven]], path out the north gate (Estate Holder area)||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap65|Obsidian Pass]]||[[Ilithi]]||[[Obsidian Pass]]||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap62|The Gash]]||[[Ilithi]]||[[The Gash]], [[snowbeast]] hunting north of the gondola||Yes||coniferous, deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap65|Undergondola]]||[[Ilithi]]||[[Dark Woodlands]], [[Grizzled Red Leucro]] hunting &amp;amp; [[Yvhh La&#039;tami]]||Yes||coniferous, tropical, deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Spine]]||[[Ilithi]]||[[Dragon&#039;s Spine]], estate holder [[Frostweaver]] hunting area||Yes||boreal&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Dragon&#039;s Breath Forest]]||[[Ilithi]]||[[A Dark Path]], Near Jademist River, north of Shard||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|Wyvern Forest||||[[Wyvern Forest]]||?||&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68|Whistling Woods]]||[[Ilithi]]||[[Whistling Woods]], [[Rock Troll (2)|Rock Troll]] hunting south of [[Shard]]||Yes||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap69|Whistling Woods]]||[[Ilithi]]||[[Whistling Woods]], [[adan&#039;f]] hunting area south of [[Shard]]||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap66|Wylder Spring]]||[[Ilithi]]||[[Wylder Spring]], [[Jackal]]/[[Kobold]] hunting past the east gate gap||Yes||deciduous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap64|Southern Trade Route]]||[[Ilithi]]||[[Edge of the Wood]] &amp;amp; [[Dragon&#039;s Breath Forest]], along the road from the gondola to [[Shard]]||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap70|Western Road]]||[[Ilithi]]||[[Wyvern Wood]], out the [[Shard]] west gate towards [[Horse Clan]]||No||coniferous&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap68a|Darkling Wood]]||[[Ilithi]]||[[Darkling Wood]], [[Eidolon Steed]] hunting out the [[Shard]] south gate||Yes||deciduous, tropical&lt;br /&gt;
|-&lt;br /&gt;
|[[RanikMap151|Fang&#039;s Shadow]]||[[Ilithi]]||[[Fang&#039;s Shadow]], area between serpents and gremlins outside [[Fang Cove]] (Estate holder only)||Yes||tropical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Also: See [[:Category:Groves]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Refining Wood===&lt;br /&gt;
&lt;br /&gt;
Once you have wood you can turn it into lumber.  The process is really simple as follows:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – wood in left hand, wood saw in right.&lt;br /&gt;
::: {{tt|Cut my stick/branch/limb/log with my saw}}&lt;br /&gt;
:Step 2 – Repeat step 1 two more times.&lt;br /&gt;
:Step 3 – Put the saw up, get out your drawknife&lt;br /&gt;
::: {{tt|Scrape my stick/branch/limb/log with my drawknife}}&lt;br /&gt;
:Step 4 – Repeat step 3 two more times.  That completes making the lumber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==BUGS==&lt;br /&gt;
Please use this space to document any logging system bugs.&lt;br /&gt;
This is &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; an official page on which to report bugs; it is intended to be a central list for the convenience of the DR community. &amp;lt;br&amp;gt;&lt;br /&gt;
To report a bug, please {{com|assist}} or use the {{com|bug}} command in-game, or post on the appropriate [http://forums.play.net/forums/DragonRealms/view DR message board]. &amp;lt;br&amp;gt;&lt;br /&gt;
When you make an entry below, please include a &#039;&#039;&#039;timestamp&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page. &amp;lt;br&amp;gt;&lt;br /&gt;
If/when the bug is resolved, please go back and &amp;lt;s&amp;gt;strikethrough&amp;lt;/s&amp;gt; your entry by enclosing it with &amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt; and &amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt; to indicate the issue has been closed. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bugs below this line please. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;watch forest danger used in a room where it was already used&amp;lt;/s&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
If you successfully remove a danger via WATCH FOREST DANGER, if another danger appears in the same room it can&#039;t be removed. &lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Appears to no longer be an issue. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:56, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;watch forest danger not working&amp;lt;/s&amp;gt;===&lt;br /&gt;
You look at the forest around you.&amp;lt;br/&amp;gt;&lt;br /&gt;
You see evidence of mature trees and are certain a decent number remains to be found.&amp;lt;br/&amp;gt;&lt;br /&gt;
Studying the forest, you are certain that continued lumberjacking will be slightly dangerous because odd noises reveal potentially dangerous insects or plants nearby.&amp;lt;br/&amp;gt;&lt;br /&gt;
This area contains a deciduous forest.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are certain that oak trees can be harvested here.&amp;lt;br/&amp;gt;&lt;br /&gt;
Loggers stand ready to trade wood in for deeds.  Just PUSH any lumberjacked wood, and they&#039;ll take care of the rest.&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 9 sec.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;watch forest danger&amp;lt;br/&amp;gt;&lt;br /&gt;
You watch the surrounding trees for signs of danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
You scan the area for danger and find nothing of concern lurking within the nearby forest.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
--[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 17:43, 3 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Appears to no longer be an issue. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:56, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Deeds of Lumber Not Showing Volume&amp;lt;/s&amp;gt;===&lt;br /&gt;
Shows all the unique lumber stats but not how much lumber there actually is. --[[User:TEVESHSZAT|TEVESHSZAT]] ([[User talk:TEVESHSZAT|talk]]) 18:45, 6 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Fixed when released to prime. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:54, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===Use drawknife typo===&lt;br /&gt;
&lt;br /&gt;
The log is ready to be carved with a drawknife to scrape off the bark &#039;&#039;&#039;to/and&#039;&#039;&#039; smooth its surface.  Sawing it further wouldn&#039;t be productive.&lt;br /&gt;
&lt;br /&gt;
Missing a &amp;quot;to&amp;quot; or an &amp;quot;and&amp;quot; or something in this sentence. --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 20:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Can&#039;t deed sticks/branches/limbs&amp;lt;/s&amp;gt;===&lt;br /&gt;
Fixed when released to prime.  --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 17:43, 14 June 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== Cutting wood inside a container.===&lt;br /&gt;
&lt;br /&gt;
&amp;gt; cut limb with saw&lt;br /&gt;
&lt;br /&gt;
You begin sawing the ends of the limb, removing the jagged edges from where it was chopped down.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt; tap my limb&lt;br /&gt;
&lt;br /&gt;
You tap a partially-cut bamboo limb inside your zaulguum-skin backpack.&lt;br /&gt;
&lt;br /&gt;
I can cut up a limb while it is in my backpack.  --[[User:MCBRIDEJ|MCBRIDEJ]] ([[User talk:MCBRIDEJ|talk]]) 21:52, 14 May 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of Bug Area. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
*[[Crafting Materials]]&lt;br /&gt;
*[[Crafting]]&lt;br /&gt;
*[[:Category:Groves]]&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447028</id>
		<title>Shaping guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shaping_guide&amp;diff=447028"/>
		<updated>2016-06-21T14:34:56Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Shaping is one of the disciplines in the [[Engineering craft]] that consists of two basic parts.  The first is gathering wood and refining the wood into lumber, also known as [[lumberjacking]].  Once you have the lumber you can make things from it.  In addition clay items will be possible at some future point in time.&lt;br /&gt;
&lt;br /&gt;
Of these five areas the fifth one which is chapter 8 of the shaping book is not currently complete. Chapter 8 will probably require a second book called a codex, which basic observation tells me will be where clerics will make prayer beads and perhaps items for enchanting.&lt;br /&gt;
&lt;br /&gt;
==Lumberjacking==&lt;br /&gt;
&lt;br /&gt;
See the page on [[Lumberjacking]] for more information on tools, dangers, wood types and locations, and turning raw wood into lumber.&lt;br /&gt;
&lt;br /&gt;
===Lumber Use===&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items.  To understand how this works you need to basically know the actual stats the lumber produces.  Early when you start out your appraisal skill is quite low which usually results in you getting information from appraise item careful that is not super accurate.  So this list is your life line to understanding what lumber to use for what project.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Woods]] for a chart of the wood types and their properties. It can help to keep it open in another browser tab to quickly reference.&lt;br /&gt;
&lt;br /&gt;
Now when you look at these wood types you will see that the best shortbow woods tend to have Shortbow Affinity (SA) of 70 and up.  Longbow wood has Longbow Affinity (LA) at 70 or up, and comp bow wood has Composite Affinity (CA) at 70 or up.  Near as I can tell having a high hardness really helps the wooden weapons like staffs.  So for making bows you want high for SA or LA or CA and you also want your Workability to be high if you can.  I found when creating bows and then trying to add lamination or increase/decrease draw weight, if the workability of the wood was not high and the quality was not high I could not complete the process successfully. That was with very few techs and no career or hobby and 530+ skill in engineering.  And I most certainly could not add lamination or increase/decrease draw weight of bows using society bought lumber.  If you get the technique called shaper specialization you can then do the bow enhancements on the store bought lumbers or lower quality lumbers but as near as i can tell even with over 530 skill you can&#039;t do the enhancements on lumber that is 70 quality or lower without that technique.&lt;br /&gt;
&lt;br /&gt;
When you cut pieces of wood you get the following:&lt;br /&gt;
&lt;br /&gt;
wood stick - 1 piece&amp;lt;br /&amp;gt;&lt;br /&gt;
wood branch - 2 pieces&amp;lt;br /&amp;gt;&lt;br /&gt;
wood limb - 3 pieces&amp;lt;br /&amp;gt;&lt;br /&gt;
wood log - 4 pieces&amp;lt;br /&amp;gt;&lt;br /&gt;
thick wood log - 5 pieces&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Syntax: {{com|COUNT}} {{tt|WOOD}}, {{tt|COUNT LUMBER}} when you refine it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
&lt;br /&gt;
Fletching arrows involves making arrowheads from critter parts at present and making shafts and then combining them with flights to create an arrow.  At some future point we will be able to possibly use bone, metal, and stone to make arrowheads, which will expand the types of arrows we can make.  This area of the guild will explain the only tools needed to make the items for the arrows and the final product.&lt;br /&gt;
&lt;br /&gt;
Tools to use for Arrow making&lt;br /&gt;
&lt;br /&gt;
The tools for making arrows are basically most all of the tools required for shaping.  Those are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaper&lt;br /&gt;
: Tool 2 – Carving Knife&lt;br /&gt;
: Tool 3 – Glue&lt;br /&gt;
: Tool 4 – Feather flights only from the shaping society.&lt;br /&gt;
: Tool 5 – A part from some critter to make an arrowhead.  These can be cougar claws, boar tusk, Sabre tooth, Angiswaerd tooth, Hele&#039;la claw, Elsrael Tooth, Soot stained claw, Ice adder tooth, Jagged horn, and drake fang.&lt;br /&gt;
&lt;br /&gt;
===Shaft making===&lt;br /&gt;
&lt;br /&gt;
Ok shaft making is really simple.  You get some lumber It does not appear to matter what you get wood wise as long as you can make it masterful.  Masterful shafts all appear to work the same no matter what wood its made from.  So first you get some lumber.  If you use 2 pieces of your lumber you can make  2 sets of shafts that will make 5 arrows each.  That would be 10 arrows you can make from 2 pieces of your lumber.  So if you have a stack of lumber and only want to turn 2 pieces into shafts you do the following:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – mark my lumber at 2 pieces&lt;br /&gt;
:Step 2 – Get your scissors out and cut lumber with scissors. (don&#039;t ask)&lt;br /&gt;
&lt;br /&gt;
That should give you in hand 2 pieces of lumber with the rest at your feet or on the ground where it may have been when you started.  Now with the 2 pieces of lumber either in hand or on the ground.  Here are the manual steps to make the shafts.&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get shaper from your container.&lt;br /&gt;
:Step 2 – Shape lumber into arrow/bolt shaft&lt;br /&gt;
:Step 3 – Put shaper in your container.&lt;br /&gt;
&lt;br /&gt;
Now you have your shafts.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it you now have shafts in hand.  Count shafts, analyze shafts, appraise shafts careful, hug your shafts, kiss your shafts, just don&#039;t get shafted.  Your done making shafts for now.  Note in my work with shafts I find they all combine and it does not matter what wood you use.  So bottom line here is use the wood you can make the shafts at masterfully done.  The type of wood does not matter to the final product only the fact that its masterful.&lt;br /&gt;
&lt;br /&gt;
===Arrowhead making===&lt;br /&gt;
&lt;br /&gt;
Arrowhead making is pretty simple just like making the shafts.  You must have some skinned critter parts though.  Early on that means boar tusk or cougar claws.  Each tusk or claw will make 5 arrowheads.  So if you want to make 20 arrows all you need is 4 of them.  As an example lets say you have 4 boar tusks.  Put them in your container.  So to manually turn 4 boar tusks into arrowheads you do the following steps:&lt;br /&gt;
&lt;br /&gt;
:Step 1 – Get tool to shape the arrowhead, can be hammer, knife, shaper, weapons of various types, etc.&lt;br /&gt;
:Step 2 – Get boar tusk from your container.&lt;br /&gt;
:Step 3 – Shape part into arrowhead/bolthead.&lt;br /&gt;
:Step 4 – Put arrowhead in container&lt;br /&gt;
:Step 5 – Go back to step 2 and continue till done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow making===&lt;br /&gt;
&lt;br /&gt;
Arrow making can get fairly complicated.  But its also fairly easy if you follow a few simple rules.  Once you shape the shafts proceed to the shaping part and stay there till you get a message to do something else.  Make sure your shaping book is turned to the right page for the right arrows your going to make.  At this point I need to mention the difficulty of making arrows.  The first two arrows that can be created are Cougar-claw and boar-tusk arrows.  These are considered simple difficulty and that means with no techs, no career and no hobby you need 200 skill in engineering to work them masterfully.  With techs and a career or hobby and good tools you can probably bring that down into the 140 range but arrows are up there in difficulty.  The steps to make arrows look as follows:&lt;br /&gt;
&lt;br /&gt;
After Step 2 you always get this message - arrowheads to continue crafting some unfinished – which means you now have to assemble the arrowheads to the shafts, which is step 3.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get shaper&lt;br /&gt;
         then get shafts.&lt;br /&gt;
         shape shafts with shaper (this will use 1 set of shafts and put the rest of them at your feet slot)&lt;br /&gt;
Step 3 - Get arrowheads&lt;br /&gt;
         assemble my arrows with my arrowheads&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows.&lt;br /&gt;
&lt;br /&gt;
At this point you will go to step 5, unless you got the message to use the carving knife of step 4.  This message is the only one you get to carve something - A handful of rough edges require carving with a knife to remove. - Any other message you just keep using step 5 with.  You will repeatedly do step 5 unless step 4 is needed till you are asked to assemble the flights in step 6.  This is done when you see the message - You need another arrow flights to continue crafting some unfinished – which directs you to step 6.  At that point you will do steps 6, 7 and 8 in order.  If you have a stamp to stamp the arrows, you will not do step 8, but will do steps 9 and 10.  You will know you have performed the last step when you see the message - Applying the final touches, you complete working on some – which is the end point in making your arrows.&lt;br /&gt;
&lt;br /&gt;
Step 4 - put tool away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 5 - put tool away&lt;br /&gt;
         get shaper&lt;br /&gt;
         shape my arrows with my shaper&lt;br /&gt;
Step 6 - put tool away&lt;br /&gt;
         get flights&lt;br /&gt;
         assemble my arrows with my flights.&lt;br /&gt;
         get glue&lt;br /&gt;
         apply glue to my arrows&lt;br /&gt;
Step 7 - put glue away&lt;br /&gt;
         get carving knife&lt;br /&gt;
         carve my arrows with my knife&lt;br /&gt;
Step 8 - If no stamp&lt;br /&gt;
         Arrow making is done.&lt;br /&gt;
Step 9 - If stamp&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp arrows with my stamp&lt;br /&gt;
Step 10- Put stamp up&lt;br /&gt;
         arrow making is done&lt;br /&gt;
&lt;br /&gt;
This will complete your first set of 5 arrows.&lt;br /&gt;
&lt;br /&gt;
==Shaping Bows, Weapons, and Items==&lt;br /&gt;
&lt;br /&gt;
This document goes through how to shape items in the shaping craft.  At present this can be used to shape all items currently in chapters 1 (short pole), chapter 2 (shortbows), chapter 3 (longbows), chapter 4 (composite bows), chapter 7 (items), chapter 9 (staff weapons), and chapter 10 (tables).  Chapter 8 requires a codex to be able do the items in chapter 8 (beads, totems, figurines, statuette, statue).  This will allow clerics to make prayer beads with lumber at a higher quality bead and takes (beads are extremely easy to very easy which means it takes between 25 and 50 skill in engineering to make the beads) much lower skill and no techs if they lumberjack their own lumber.  Other wise you will need the shaper specialization technique to handle the lower quality lumber.  Some of the other items in chapter 8 might be for enchanting.&lt;br /&gt;
&lt;br /&gt;
Now you have 3 ways to get lumber to do these tasks.  You can lumberjack to get it and refine it (high quality lumber), or you can simply forage stick/branch/limb (which is now random on what is obtained) and when you get enough of the type you want process it (low quality lumber), and last you can buy it in the engineering society as already processed lumber (medium quality lumber).  I would only use the low quality lumber if your not doing work orders and just making things to learn engineering skill.  Work orders can be either the high quality or medium quality lumber though you will get better pay for the work order using the high quality lumber.  For items you want to make for yourself or for others use only the high quality lumber.&lt;br /&gt;
&lt;br /&gt;
You will need tools and materials to perform these tasks.  These are covered in the rest of this document.&lt;br /&gt;
&lt;br /&gt;
===Tools and materials needed===&lt;br /&gt;
&lt;br /&gt;
The materials needed for the items in the shaping book can vary but they include bow string, backer, short cord, leather strips, long pole, short pole, and lumber.  The lumber can be obtained in 3 ways and the short pole can be made.  All the rest of the items must be purchased in the Engineering Society building.&lt;br /&gt;
&lt;br /&gt;
The tools required for shaping are as follows:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book (apprentice, journeyman, master)&lt;br /&gt;
: Tool 2 - Codex (6250 kronars in engineering society)&lt;br /&gt;
: Tool 3 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 4 – Shaper&lt;br /&gt;
: Tool 5 – Carving knife&lt;br /&gt;
: Tool 6 – Rasp&lt;br /&gt;
: Tool 7 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 8 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 9 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to shape an item===&lt;br /&gt;
&lt;br /&gt;
To make most of the items in the shaping book, you must have lumber.  As mentioned earlier in this document you have 3 ways to get the lumber.  You will also need to use lumber that is suitable for the item you are making.  All lumber appears to work for items and tables.  Staffs require hardness to provide better damage stats for the weapon you make.  And of course the bows need wood with a high affinity for that type of bow.&lt;br /&gt;
&lt;br /&gt;
Each of the lumber types can be used for multiple items you can make but some are better at specific items. The section on Forest Types in this document gives a good explanation of the wood types and where they are found.  The [[:Category:Woods]] will show you where the wood type is best used.  &lt;br /&gt;
&lt;br /&gt;
When you cut pieces of wood you get the following:&lt;br /&gt;
&lt;br /&gt;
: wood stick - 1 piece&lt;br /&gt;
: wood branch - 2 pieces&lt;br /&gt;
: wood limb - 3 pieces&lt;br /&gt;
: wood log - 4 pieces&lt;br /&gt;
: thick wood log - 5 pieces&lt;br /&gt;
&lt;br /&gt;
Syntax: COUNT WOOD, COUNT LUMBER when you refine it.&lt;br /&gt;
&lt;br /&gt;
====Manual steps to shape====&lt;br /&gt;
&lt;br /&gt;
To shape an item you need to have some processed lumber in the left hand, tools and ingredients in your container, and shaping book.  The Shaping book must be turned to the right chapter and page for the item you are going to be working.  Make sure you have all the ingredients required by the item.  For instance all composite bows require backer material and a bow string, while shortbows only need a bow string.  So read the page of the item your going to make and make sure you have all the ingredients needed ahead of time.  Note also if the item your going to make is from chapter 8 of the shaping book then you have to have the codex as well.  Make sure the codex and shaping book are both set to the right page for what you want to make.  Then do the following steps.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study my book&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         (If chapter 8 items)&lt;br /&gt;
         get codex&lt;br /&gt;
         study codex&lt;br /&gt;
         put codex away&lt;br /&gt;
         (the above 3 only needed for chapter 8 items)&lt;br /&gt;
         get lumber&lt;br /&gt;
         get drawknife&lt;br /&gt;
         scrape lumber with drawknife&lt;br /&gt;
Step 3 - Use shaper when needed&lt;br /&gt;
         Shape item with shaper.&lt;br /&gt;
Step 4 - Use rasp when A bulbous knot is present&lt;br /&gt;
         Rub item with rasp.&lt;br /&gt;
Step 5 - Use carving knife if fine detail is needed&lt;br /&gt;
         Carve item with knife.&lt;br /&gt;
Step 6 - Use clamps when needed&lt;br /&gt;
         push item with clamps&lt;br /&gt;
Step 7 - Assemble String with bowtype&lt;br /&gt;
         get stain&lt;br /&gt;
         apply stain to bowtype&lt;br /&gt;
Step 8 - Assemble backing with bowtype&lt;br /&gt;
         get glue &lt;br /&gt;
         apply glue to bowtype (Comp Bows)&lt;br /&gt;
Step 9 - Assemble strips with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 10- Assemble short cord with item&lt;br /&gt;
         analyze item – This tells you what is needed next.&lt;br /&gt;
Step 11- Assemble pole with item (does 4 poles for tables)&lt;br /&gt;
         All tables but one require long poles, one uses short poles&lt;br /&gt;
         analyze item – This tells you the next step.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 13- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item with my stamp.&lt;br /&gt;
Step 14- put up stamp&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages produced during this process are as follows:&lt;br /&gt;
&lt;br /&gt;
Shaping with a wood shaper is needed to &lt;br /&gt;
Shaping with a wood shaper should even out the&lt;br /&gt;
ready for shaping with a wood shaper&lt;br /&gt;
ready for continued shaping with a wood shaper&lt;br /&gt;
A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
A cluster of small knots deforms the wood&#039;s structure&lt;br /&gt;
is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
grain looks solid and ready for continued knife carving.&lt;br /&gt;
appears free of defects that would impede further carving with a knife.&lt;br /&gt;
You do not see anything that would prevent further carving with a knife.&lt;br /&gt;
The bow now must be pushed with clamps or a&lt;br /&gt;
The bow&#039;s pieces and backing material are now ready to be clamped together.&lt;br /&gt;
You need another finished bow string to continue crafting&lt;br /&gt;
You need another bone, wood or horn backing material to continue&lt;br /&gt;
You need another finished leather strips to continue crafting&lt;br /&gt;
You need another finished short leather cord to continue crafting&lt;br /&gt;
You need another finished * wooden pole to continue crafting&lt;br /&gt;
Applying the final touches, you complete working on&lt;br /&gt;
&lt;br /&gt;
At this point you have completed your project or should have.  You can now bundle the item with your logbook and proceed to the next item if you are doing a work order.  These are the basic manual steps you can use to finish your item.  Remember if you get stuck you can always analyze item and should get information such as the following:&lt;br /&gt;
&lt;br /&gt;
: &amp;gt;analyze my shortbow&lt;br /&gt;
: You analyze every aspect of the Nisha shortbow and nod as your understanding grows.&lt;br /&gt;
: When crafting is complete this will be a type of finished shortbow.&lt;br /&gt;
: With all major carving work completed, the wood is ready for the application of stain.&lt;br /&gt;
: From the progress so far, it looks like the shortbow is masterfully-crafted.&lt;br /&gt;
: The shortbow is a somewhat challenging piece to make.&lt;br /&gt;
: You estimate that it is very nearly done.&lt;br /&gt;
: Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
Notice the fourth line in the above information.  It tells you the next step you need to take in order to complete this shortbow.  So if you get stuck analyze the item and do what it indicates.&lt;br /&gt;
&lt;br /&gt;
==Bow Enhancements==&lt;br /&gt;
&lt;br /&gt;
This document discusses the process of performing enhancements to bows through  lamination or increase/decrease the draw weight of a given bow.  At this point I have found that you must have some pretty good quality lumber to be able to do this.  If you were to use society bought wood like maple for a shortbow and try to laminate or increase the draw strength of the bow you would fail (with no techs, 530 skill, good quality tools).  I found to be able to actually do this I had to have lumber that was much higher quality than that found in the society buildings and you only get that if you lumberjack it yourself or get it from someone who did.&lt;br /&gt;
&lt;br /&gt;
===Parts and tools required===&lt;br /&gt;
&lt;br /&gt;
To do bow enhancements you need some parts you buy in the society building, such as backer for lamination, and leather strips for cable-backing.  Lightening the draw strength usually just involves shaping of the bow to take more material off of the bow.&lt;br /&gt;
&lt;br /&gt;
For the tools you need the following:&lt;br /&gt;
&lt;br /&gt;
: Tool 1 – Shaping book.  (apprentice or journeyman or masters)&lt;br /&gt;
: Tool 2 – Clamps (can only be bought at this point)&lt;br /&gt;
: Tool 3 – Shaper&lt;br /&gt;
: Tool 4 – Carving knife&lt;br /&gt;
: Tool 5 – Rasp&lt;br /&gt;
: Tool 6 – Glue (can only be bought at this point)&lt;br /&gt;
: Tool 7 – Wood Stain (can only be bought at this point)&lt;br /&gt;
: Tool 8 – A personal Stamp if you have one&lt;br /&gt;
&lt;br /&gt;
Right now only the shaper, carving knife, rasp, and stamp can be crafted.  It would be a good idea to get a set even if they are not top of the line.  A good set of high or medium carbon steel tools works really well to improve the quality of your output item.&lt;br /&gt;
&lt;br /&gt;
About the books.  Everything in the apprentice book is in the journeyman and masters books and everything in the journeyman book is in the masters book.  So basically it just comes down to what you can afford.  The apprentice book is under a gold, and the journeyman is 15 plat and the masters book is 62.5 plat kronars.  The apprentice book will teach to around 200 skill if you have no techniques, but get enough techniques and that could drop to around 150 skill.  I think the journeyman books will teach to around 425 at the very least and probably higher.&lt;br /&gt;
&lt;br /&gt;
===Manual steps to enhance a bow===&lt;br /&gt;
&lt;br /&gt;
When you enhance a bow by lamination or cable-backing you also add some weight to the bow.  When you lighten a bow you remove material from the bow and it gets a bit lighter.  So you basically laminate a bow to increase its durability.  You will find if you used a wood that has poor durability it almost appears like there is very little enhancement made to the bow.  There are differences but its really subtle.  Keep that in mind when you enhance bows.&lt;br /&gt;
&lt;br /&gt;
The basic steps to doing bow enhancement by hand requires you to have the bow in the left hand, tools and ingredients in your container, the Shaping book must be turned to the right page.  The first step is to get the shaping book and study it,  Then put it up and get your clamps and clamp the bow.  Clamping the bow will generate a message that tells you the next step to take and it will be either step 3 or step 4 or step 5.  At that point you will cycle between steps 3, 4, or 5 until you need to clamp the bow one more time.  For lamination the end process would be using step 6, then step 7, then step 8, then steps 9 and 11.  For Cable-backing the end process would be using step 6, then step 7, then step 10, then steps 9 and 11.  To lighten the bow you would simply keep using steps 3, 4 or 5 till you use step 6 and then do steps 9 and 11.&lt;br /&gt;
&lt;br /&gt;
Step 1 - Get shaping book&lt;br /&gt;
         study shaping book.&lt;br /&gt;
Step 2 - put shaping book away&lt;br /&gt;
         get clamps&lt;br /&gt;
         push my bow with my clamps&lt;br /&gt;
Step 3 - Use shaper when needed.  &lt;br /&gt;
         Shape item with shaper.&lt;br /&gt;
Step 4 - Use rasp when A bulbous knot is present.  &lt;br /&gt;
         Rub item with rasp.&lt;br /&gt;
Step 5 - Use carving knife if fine detail is needed.&lt;br /&gt;
         Carve item with knife.&lt;br /&gt;
Step 6 - Use clamps when needed.  &lt;br /&gt;
         push item with clamps&lt;br /&gt;
Step 7 - apply glue to item.&lt;br /&gt;
Step 8 – get backing&lt;br /&gt;
         Assemble backing&lt;br /&gt;
         analyze.&lt;br /&gt;
Step 9 - get stain&lt;br /&gt;
         apply stain.&lt;br /&gt;
Step 10- get strips&lt;br /&gt;
         assemble strips with item&lt;br /&gt;
         analyze&lt;br /&gt;
Step 11- put up last tool&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
Step 12- put up last tool&lt;br /&gt;
         get stamp&lt;br /&gt;
         stamp item.&lt;br /&gt;
Step 13- put stamp away&lt;br /&gt;
         end script with completed item.&lt;br /&gt;
&lt;br /&gt;
The possible messages during the process are as follows:&lt;br /&gt;
&lt;br /&gt;
: Shaping with a wood shaper is needed to&lt;br /&gt;
: A bulbous knot will make continued shaping difficult unless rubbed out with a rasp.&lt;br /&gt;
: The wood is ready to have more fine detail carved with a carving knife.&lt;br /&gt;
: appears free of defects that would impede further carving with a knife.&lt;br /&gt;
: grain looks solid and ready for continued knife carving.&lt;br /&gt;
: materials are ready to be compressed with clamps or&lt;br /&gt;
: Glue should now be applied so assembly can begin.&lt;br /&gt;
: appears ready to be reinforced with some backer material.&lt;br /&gt;
: Some wood stain should be applied to the wood to finish it.&lt;br /&gt;
: appears ready to be strengthened with some leather strips.&lt;br /&gt;
: is ready to be assembled with leather strips&lt;br /&gt;
: construction shows improved signs of durability and wear resistance&lt;br /&gt;
: weight and draw strength appears significantly&lt;br /&gt;
: Close inspection of the completed&lt;br /&gt;
: You study the instructions about bow cable-backing&lt;br /&gt;
: You study the instructions about bow lamination&lt;br /&gt;
: You study the instructions about bow lightening&lt;br /&gt;
&lt;br /&gt;
Note the variation in the messages comes mostly from the Steps 8 and 10.  Where you assemble the backer or the strips and then analyze the bowtype.  Its entirely possible not all the messages that are possible have been seen yet.  In that case you may need to add a few more to this set.&lt;br /&gt;
&lt;br /&gt;
==Making Beads and totems from Chapter 8==&lt;br /&gt;
&lt;br /&gt;
Beads, totems, figurines, statuette and statues can be made from chapter 8.  However, this chapter requires you have a codex.  What you do is set yourself to the item in the shaping book you want to create.  Then you turn to the chapter and page in the codex for the type of item you want to shape.  After study of both books starting with the shaping book, you proceed just like  you were making a normal item, bow, or staff weapon.  The steps are included in the MANUAL STEPS TO SHAPE section.&lt;br /&gt;
&lt;br /&gt;
==Repair of wood based items==&lt;br /&gt;
&lt;br /&gt;
To repair any item you make with a bow requires two things.  Sandpaper and stain.  Having the repair techs helps a great deal as well.  The steps to repair wood based items are as follows:&lt;br /&gt;
&lt;br /&gt;
Step 1 – Rub my item with my sandpaper.&lt;br /&gt;
Step 2 – get Stain&lt;br /&gt;
         apply stain to my item.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=446851</id>
		<title>Empath new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_new_player_guide&amp;diff=446851"/>
		<updated>2016-06-17T15:58:37Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Empath Ability Checklist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Empath specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.&lt;br /&gt;
&lt;br /&gt;
For details, rules, and the other pages involved, see [[:Category:Newbie Guide Contest]].&lt;br /&gt;
&amp;lt;!-- do not edit anything above this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction to Empaths==&lt;br /&gt;
Empaths are best known for their healing abilities. No other guild is able to heal the wounds of others, or even their own wounds, with the proficiency of an Empath. The official Play.net description of the Empath guild says that &amp;quot;Empaths are highly attuned to other living creatures, allowing them to heal the wounds of others. Such powers have their [[Empathic Shock|drawbacks]], however; since Empaths are so close to the pain of the living beings around them, if they so much as try to harm another living creature they will lose their ability to heal for a time. If they kill, such ability can be lost forever.&lt;br /&gt;
&lt;br /&gt;
That doesn&#039;t mean, however, that Empaths are barred from combat. Many choose the path of the Battle Empath, with defensive skills and abilities often outstripping those of the hunters they seek out to heal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Game play wise, Empath [[skillset]]s are Lore primary, Magic and Survival secondary, and Weapon and Armor tertiary. This means that Empaths are exceptionally suited for healing, teaching, and [[crafting]] while still having access to a great deal of magic and combat survivability. Most people choose to play an Empath do so because they want to be able to heal other people. Empaths are generally unable to directly attack creatures or other players directly (such as swinging a sword) but do have access to tools which allow them to hunt and kill creatures.&lt;br /&gt;
&lt;br /&gt;
The Empath guild circling requirements have virtually no skills that require combat, so Empaths also make good characters for people looking to stay in town, craft, socialize, or just don&#039;t like combat.&lt;br /&gt;
&lt;br /&gt;
===Making your Empath===&lt;br /&gt;
Every race has the potential to become a great Empath. However here are a few considerations in selecting the race for your Empath. Social empaths may prefer races that can train mental [[attributes]] faster, while combat empaths will want a balance. &lt;br /&gt;
&lt;br /&gt;
====Tails==== &lt;br /&gt;
The [[First Aid]] skill is a key skill for advancing in the Empath guild. Although there are other options to train first aid, such as [[anatomy charts]] in compendiums, the most effective way of training first aid still comes from keeping bleeders tended. A pet tail bleeder is a huge advantage to the combat empath, because bleeders at any other location run the risk of being hit, increasing its severity and possibly stunning the empath. A pet tail bleeder also benefits the social empath as most people do not have tail wounds, and it is possible to maintain a tail bleeder through heavy transfers of wounds. As long as self-healing is targeted (avoiding the use of [[Regenerate]] or [[Fountain of Creation]]), the tail wound can be kept.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following races have tails: [[S&#039;kra Mur]], [[Prydaen]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Empath [[Attributes]]====&lt;br /&gt;
Joining the Empath guild requires 10 [[Stamina]], 9 [[Wisdom]] and 9 [[Intelligence]]. If your chosen starting race does not have these by default, the Empath Guildleaders are able to bump you up to this minimum when you join. Doing so will deduct the appropriate amount of [[Time Development Point]]s and coin at the time it is done.&lt;br /&gt;
&lt;br /&gt;
Early on it does not matter much what attributes you train. You cannot &amp;quot;break&amp;quot; a character or go wrong by spending TDPs on any attribute. Don&#039;t stress over what to spend TDPs on too much. Until you get more comfortable with the DragonRealms systems, it&#039;s best to approach a somewhat balanced approach to attributes. Training all attributes to 20 or 30 before choosing to specialize will give you a strong foundation for your character to branch off from.&lt;br /&gt;
&lt;br /&gt;
While these attributes may have other uses, these are their biggest impacts on an Empath.&lt;br /&gt;
&lt;br /&gt;
* [[Discipline]], [[Intelligence]], and [[Wisdom]] are the &amp;quot;mental&amp;quot; attributes. Most Empaths favor these in their training by raising them first or higher than other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Discipline is the biggest contributor to concentration and increases fatigue recovery. Higher discipline means an Empath can take more wounds without needing to rest. This is a very valuable attribute to train as an Empath.&lt;br /&gt;
** &#039;&#039;&#039;[[Intelligence]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Also increases the size of [[experience]] pools.&lt;br /&gt;
** &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;: Increases rate at which [[experience]] becomes usable ranks.&lt;br /&gt;
* &#039;&#039;&#039;[[Stamina]]&#039;&#039;&#039;: Aids transferring wounds, spell casting and [[Manipulation]] by increasing available [[concentration]]. Stamina is crucial to determining the size of a character&#039;s [[Vitality]] and [[Fatigue]] pools and recovery. Effects how much weight a character [[Encumbrance|can carry]].&lt;br /&gt;
* &#039;&#039;&#039;[[Charisma]]&#039;&#039;&#039;: Improves the amount of experience from teaching and effects [[Manipulation]] and [[Shifting]].&lt;br /&gt;
* [[Strength]], [[Agility]] and [[Reflex]] are all physical attributes which mainly effect combat and some survival skills. These tend to be low priorities to Empaths compared to the other attributes.&lt;br /&gt;
** &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;: Improves [[Encumbrance]] and how much weight a character can drag. Used in weapon, shield and other combat skills.&lt;br /&gt;
** &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;: Used to improve parry skill and ability to do fine motor tasks such as [[crafting]], [[Skinning]], or [[Locksmithing]].&lt;br /&gt;
** &#039;&#039;&#039;[[Reflex]]&#039;&#039;&#039;: Primarily used for evading and surviving in combat.&lt;br /&gt;
&lt;br /&gt;
====Role-playing Considerations====&lt;br /&gt;
&lt;br /&gt;
Traditionally, Empaths have often been played as cheerful, selfless healers who eschew violence. Even now, many players believe that Empaths are supposed to be that way, and those who stray from that path are flouting the guild&#039;s teachings. This belief is the result of several factors:&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of supernatural [[Empathy skill|empathy]]&#039;&#039;&#039;: In the everyday sense, when we describe someone as empathic, we mean that he understands another person&#039;s feelings by putting himself in that person&#039;s shoes -- and usually that he feels sympathetic or compassionate as a result. Supernatural empathy doesn&#039;t really have anything to do with people&#039;s feelings. It is a breaking down of the barrier that separates two beings, allowing the Empath to sense and manipulate life essences. (As an extreme example, the [[First Empaths]] could not tolerate being around other people due to their godlike empathy.)&lt;br /&gt;
#&#039;&#039;&#039;a misunderstanding of [[Empathic Shock|empathic shock]]&#039;&#039;&#039;: Empaths who directly cause injury or pain to another living being experience Empathic shock. Many people (including Empaths) misinterpret this as a punishment for violating the guild&#039;s moral teachings, similar to the way a Paladin&#039;s soul declines when he engages in dishonorable or unchivalrous deeds. Although some Empaths may choose to attach moral significance to empathic shock, it is simply an automatic physiological reaction that arises by virtue of the Empath&#039;s heightened sensitivity to the life forces around him. If you lived in a cave for a year, and then wandered out into the noonday sun, the bright light would hurt your eyes, and you would be temporarily blinded. This is much like empathic shock, which is pain followed by a temporary insensitivity that is caused by over-stimulation of one&#039;s empathic senses.&lt;br /&gt;
#&#039;&#039;&#039;early guild mechanics that limited empathy to the transference of wounds&#039;&#039;&#039;: The Empathy skill used to be called &amp;quot;Transference.&amp;quot; This is paralleled by the guild&#039;s own belief that empathy should be &amp;quot;channeled only into the transference of injuries, so as to prevent it from growing too great, as it has with [the First Empaths].&amp;quot; In the wake of [[Jomay]], who was accused of spreading an empathic plague that maimed and killed hundreds, the Empaths&#039; Guild attempted to eradicate knowledge of all other empathic powers from the public record. See [[Shift Debacle]] for a summary of this history.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because early PC Empaths were generally helpless and totally reliant on other adventurers for training, protection, and income, a lot of ideas developed about how Empaths were supposed to be treated and how they were supposed to behave. This attitude has largely waned, as Empaths now have ways to train, defend themselves, and make money that don&#039;t involve other adventurers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In short, there is nothing wrong with going the traditional route if you want, but the guild&#039;s lore allows for a lot more flexibility in character design. As GM Armifer put it, &amp;quot;Empathy doesn&#039;t make people &#039;&#039;nice&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==How to Empath==&lt;br /&gt;
&lt;br /&gt;
Here is some recommended reading for those who are new to the guild or returning after a long break.&lt;br /&gt;
*[[Empath Healing]]: An explanation of how to heal others and yourself.&lt;br /&gt;
*[[Empathy skill]]: Includes a list of methods for training Empathy.&lt;br /&gt;
*[[Link ability]]: This ability allows Empaths to temporarily benefit from the increased skill of other adventurers. The persistent link is also required for certain advanced healing techniques. The guild does not teach this ability; you must learn it from another Empath.&lt;br /&gt;
*[[Manipulate ability]]: Using his empathic senses, the Empath can manipulate the minds of creatures, causing them to fight each other instead of the Empath. This provides the earliest method for killing creatures that are not constructs. It also allows you to train empathy in combat! Once you have about 50 ranks in effective empathy, you can learn this from another Empath.&lt;br /&gt;
*[[Perceive Health]]: At about 50 ranks (average of empathy and attunement), the Empath can begin to sense the life essences of those around them. This ability is very helpful, as you can sense even the most stealthy of beings. (However, you will not see the names of those who are in hiding, only that someone is there.) With more skill, you can see certain health details, such as disease, poison, or vitality loss. With high skill, you can sense people who are several rooms away. This teaches a small amount of empathy (less than healing or manipulation).&lt;br /&gt;
*[[Shift ability]]: This ability allows Empaths to permanently alter the appearance of other people. The guild does not teach shifting. Shifting is prohibited by the guild and is illegal in [[Zoluren]] and [[Therengia]]. Nonetheless, you can undergo a quest to learn this at 30th circle.&lt;br /&gt;
*[[Construct]]: Unlike living creatures and the undead, constructs are magically animated and have no life force. Therefore, Empaths can hunt them without experiencing empathic shock. To check whether something is a construct, {{com|perceive}} it. For a construct, it will say, &amp;quot;You sense that a [monster] will not cause shock if you attack it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Empath Ability Checklist===&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Ability!!When to Learn!!How to Learn!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Touch command|diagnostic link]]||Circle: 1||learned automatically||see detailed information about patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive_command#Empath_Options|perceive health self]]||Circle: 1||learned automatically||see detailed information about your own wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external wound transference]]||Circle: 1||learned automatically||transfer patient&#039;s external wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Empathic_Shock|shock transference]]||Circle: 1||learned automatically||transfer half of Empath&#039;s shock to you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|vitality transference]]||Circle: 1||learned automatically||give some of your vitality to patient&lt;br /&gt;
|-&lt;br /&gt;
|[[Link ability|link]]||Circle: 1||from a PC Empath||temporarily share skill with another player&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal wound transference]]||Empathy: 6||learned automatically||transfer patient&#039;s internal wounds to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|external scar transference]]||Empathy: 7||learned automatically||transfer patient&#039;s external scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Wounds_and_Scars|internal scar transference]]||Empathy: 8||learned automatically||transfer patient&#039;s internal scars to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical Feats|Injured Casting (feat)]]||Circle: 2||learned automatically||reduce penalty for casting spells while injured&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|poison transference]]||Empathy: 40*||learned automatically||transfer patient&#039;s poison to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Perceive Health|perceive health]]||Empathy/Attunement: 50||learned automatically||see other life essences, even if hidden&lt;br /&gt;
|-&lt;br /&gt;
|[[Manipulate ability|manipulate]]||Empathy: 50||from a PC Empath||force other creatures to fight each other instead of you&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Transferring_Vitality.2C_Poison.2C_and_Disease|disease transference]]||Empathy: 80*||learned automatically||transfer patient&#039;s disease to your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Shift ability|shift]]||Circle: 30||quest||permanently alter another person&#039;s appearance&lt;br /&gt;
|-&lt;br /&gt;
|[[Persistent Link|persistent link]]||Empathy: 300||from a PC Empath||diagnostic link lasts as long as Empath and patient are in the same room&lt;br /&gt;
|-&lt;br /&gt;
|[[Wound Redirect|wound redirection]]||Circle: 60 (Empathy: 320)||ask [guildleader] about wound redirect||change where patient&#039;s wounds appear on your body&lt;br /&gt;
|-&lt;br /&gt;
|[[Unity Link|Unity link]]||Circle: 70 (Empathy: 380)||ask [guildleader] about unity||instantly heal patient of all wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Hand of Hodierna|Hand of Hodierna]]||Empathy: 440||ask [guildleader] about Hand of Hodierna||passively (and gradually) heal patient&#039;s wounds and scars&lt;br /&gt;
|-&lt;br /&gt;
|[[Empath_Healing#Wound_Reduction|wound reduction]]||Empathy: 450||learned automatically||reduce severity of wounds transferred to your body&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Some poisons and diseases require more skill to transfer than others. The ranks indicated here are the minimum requirements for the simplest conditions.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Because of the low population, Empaths in Plat receive manipulation from the guildleader at first circle.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Healer/Support Character==&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Cure Disease, Flush Poisons, Heal, Regenerate, and Fountain of Creation earlier than listed, I would take those spells sooner. See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized healing, support, and scholarly spells and feats. However, since there are more spell slots than such abilities, some combat buffs are included. If you want to emphasize combat more than was done here, see the [[Empath_new_player_guide#Suggested_Spell_and_Feat_Progression_2|suggested spell and feat progression for combat Empaths]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the [[Magical feats|Basic Preparation Recognition and Advanced Spell Knowledge feats]] These reveal what spells people are preparing around you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to practice [[Sorcery]], you will need the [[Magical feats|Magic Theorist]] feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use [[:Category:Ranger spells|other life mana spells]].)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||none||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Vitality Healing]]||restores vitality||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (warding trainer, prereq)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||39&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||42&lt;br /&gt;
|-&lt;br /&gt;
|15||||||||||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Lethargy]]||pulsing fatigue damage, agility debuff (debilitation trainer, prereq)||3||Refresh||51&lt;br /&gt;
|-&lt;br /&gt;
|18||||||||||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||57&lt;br /&gt;
|-&lt;br /&gt;
|20||||||||||60&lt;br /&gt;
|-&lt;br /&gt;
|22||[[Gauge Flow]]||unlocks magical research* (prereq)||2||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||||||||||78&lt;br /&gt;
|-&lt;br /&gt;
|28||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Cure Disease]]||cures disease||1||Blood Staunching||90&lt;br /&gt;
|-&lt;br /&gt;
|32||[[Flush Poisons]]||cures poison||1||Blood Staunching||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||114&lt;br /&gt;
|-&lt;br /&gt;
|38||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||138&lt;br /&gt;
|-&lt;br /&gt;
|44||||||||||146&lt;br /&gt;
|-&lt;br /&gt;
|46||||||||||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Heart Link]]||protects from bleeding, poison, disease, and vitality loss||3||Mental Focus and Cure Disease or Flush Poisons||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||178&lt;br /&gt;
|-&lt;br /&gt;
|54||||||||||186&lt;br /&gt;
|-&lt;br /&gt;
|56||||||||||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||3||Compel or Awaken||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Dispel]]||dispels one magical effect||2||two AP spells||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||300&lt;br /&gt;
|-&lt;br /&gt;
|82||||||||||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||||||||||350&lt;br /&gt;
|-&lt;br /&gt;
|92||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||360&lt;br /&gt;
|-&lt;br /&gt;
|94||||||||||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||380&lt;br /&gt;
|-&lt;br /&gt;
|98||||||||||390&lt;br /&gt;
|-&lt;br /&gt;
|100||||||||||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Circle of Sympathy]]||allows Empaths to share attunement||1||circle 40, Mental Focus and Gift of Life||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Vigor]]||+agility, +strength||1||Gift of Life||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease*||1||Cure Disease or Flush Poisons||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Group Supporter]]||+potency of casting beneficial spells on groups||1||||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Team Player]]||-penalty for casting beneficial on others||1||||515&lt;br /&gt;
|-&lt;br /&gt;
|126||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||530&lt;br /&gt;
|-&lt;br /&gt;
|129||[[Magical feats|Dedicated Cambrinth Use]]||designate how cambrinth is used (cyclics, standard, or both)||1||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Magical feats|Improvised Rituals]]||allows universal and realm-attuned foci||1||100 Primary Magic, 100 Arcana||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Magical feats|Symbiotic Research]]||unlocks Activate, Cast, and Harness symbioses||1||||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Mental Matrices]]||unlocks Discern, Impress, Remember, and Resolve symbioses||1||Symbiotic Research||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Physical Matrices]]||unlocks Avoid, Endure, Spring, and Strengthen symbioses||1||Symbiotic Research||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Scholar]]||unlocks Examine, Learn, and Perform symbioses||1||Symbiotic Research||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Survivalist]]||unlocks Explore, Harvest, Heal, and Watch symbioses||1||Symbiotic Research||650&lt;br /&gt;
|}&lt;br /&gt;
*[[Gauge Flow]] is required to access the [[Magical research]] system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Empaths trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.&lt;br /&gt;
*Adaptive Curing is found only on randomly dropped spell scrolls. If you&#039;re lucky enough to find the scroll earlier, go ahead and use it.&lt;br /&gt;
*applies to the following recommended battle spells: Lay Ward, Lethargy, Awaken, Dispel, and Nissa&#039;s Binding&lt;br /&gt;
&lt;br /&gt;
==Combat Empath==&lt;br /&gt;
&lt;br /&gt;
[[Empath hunting ladder]]: creatures that Empaths can hunt without experiencing [[Empathic Shock]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
I will continue to expand this, but for now, here is a suggested [[:Category:Empath Spells|spell]] and [[Magical Feats|magical feat]] progression for combat-oriented [[Empaths]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two routes you can take for training a combat Empath. The first, which is most effective, relies on your magic, particularly your [[Guardian Spirit]], tactics, and Empathy to bring down creatures. To this end, you will want to focus heavily on your mentals, though you may want to wear heavier armors, which will require some strength. You will want to focus on living creatures, which you will Manipulate, and support your Guardian Spirit by casting [[Paralysis]] and [[Lethargy]] on the creature it is fighting. You will also want to engage that creature, and utilize [[Tactics]] on it for further balance and position debuffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While in combat, you can choose between your three cyclic spells, each having advantages and disadvantages.&lt;br /&gt;
*[[Regenerate]] - This will heal you, which will help prevent any enemies from getting the better of you. This is largely a defensive option.&lt;br /&gt;
*[[Guardian Spirit]] - Your spirits strength is determined by your skill in TM, and as the spirit fights, it will train your TM. The more mana you put into the cyclic, the stronger the spirit will be. Since TM is a secondary trained skill, this represents a fairly effective way to take down creatures or other players.&lt;br /&gt;
*[[Aesandry Darlaeth]] - This is a less popular option. While the Reflex and balance and recovery pulsing is useful, this is often considered to be lackluster compared to Regenerate or Guardian Spirit. I personally find this useful when supporting other hunters, or when stepping into a new hunting grounds.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The second route you can take while training a combat Empath is to find the various constructs in the land, and fight them directly with weapons. This is largely viewed as a secondary hobby for most Empaths, though training a handful of weapons can be an effective means for increasing your TDPs. Typically, an Empath won&#039;t rely on their weapons to do anything very effectively, though it might surprise someone if they&#039;re focusing on rushing you and ignoring your Guardian Spirit, and you&#039;re able to dish out some punishment with a weapon or two. That said, attacking PCs will accrue Empathic Shock, so make sure you know what you&#039;re getting into! Your spell options probably won&#039;t vary much between these two routes, though weapons will undoubtedly trail behind your magics, so you may not want to use your Guardian Spirit in constructs while training weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Stat Contests for Debilitation===&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When using a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. Be aware that casting [[Nissa&#039;s Binding]] in town will upset the locals!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Empaths&#039;&#039;&#039;&lt;br /&gt;
*Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom to determine success&lt;br /&gt;
*Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline to determine success&lt;br /&gt;
*Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence to determine success&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Of the Debilitation spells available to Empaths, the breakdown is as follows;&lt;br /&gt;
*Mind - [[Nissa&#039;s Binding]]&lt;br /&gt;
*Magic - [[Lethargy]]&lt;br /&gt;
*Spirit - [[Compel]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here.&lt;br /&gt;
&lt;br /&gt;
===Suggested Spell and Feat Progression===&lt;br /&gt;
&lt;br /&gt;
The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats. I would recommend getting [[Absolution]] (80 ranks in utility and arcana) and the cyclic spells ([[Guardian Spirit]], [[Aesandry Darlaeth]], and [[Regenerate]]) as early as you are able to cast them. (The cyclic spells require 200-250 ranks to begin casting with minimal mana.) See [[:Category:Empath_spells#Summary%20of%20Spell%20Information|this table]] for rank requirements. (Note: ritual spells also require about the same number of ranks in [[Arcana skill|arcana]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly). Some people also recommend the &amp;quot;faster&amp;quot; prep feats.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Heal Wounds]]||heals wounds||1||N/A||3&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Heal Scars]]||heals scars||1||Heal Wounds||6&lt;br /&gt;
|-&lt;br /&gt;
|3||||||||||9&lt;br /&gt;
|-&lt;br /&gt;
|4||[[Refresh]]||-fatigue, +fatigue recovery||2||Heal Scars||12&lt;br /&gt;
|-&lt;br /&gt;
|5||||||||||15&lt;br /&gt;
|-&lt;br /&gt;
|6||||||||||18&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Lethargy]]||pulsing fatigue damage, agility debuff||3||Refresh||21&lt;br /&gt;
|-&lt;br /&gt;
|8||||||||||24&lt;br /&gt;
|-&lt;br /&gt;
|9||[[Paralysis]]||immobilizes and knocks down (to train TM in anticipation of Guardian Spirit)||2||Lethargy||27&lt;br /&gt;
|-&lt;br /&gt;
|10||||||||||30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Iron Constitution]]||-damage from serious hits (prereq, becomes good at high levels)||2||Heal Scars||33&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||36&lt;br /&gt;
|-&lt;br /&gt;
|13||[[Gift of Life]]||+stamina, +empathy skill (prereq)||2||Refresh||39&lt;br /&gt;
|-&lt;br /&gt;
|14||||||||||42&lt;br /&gt;
|-&lt;br /&gt;
|15||[[Aggressive Stance]]||+evasion skill, +brawling skill||2||Iron Constitution and Heart Link or Gift of Life||45&lt;br /&gt;
|-&lt;br /&gt;
|16||||||||||48&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Vitality Healing]]||restores vitality (you might want it even earlier)||2||Heal Scars||51&lt;br /&gt;
|-&lt;br /&gt;
|18||[[Blood Staunching]]||prevents blood loss (prereq)||1||Heal Scars||54&lt;br /&gt;
|-&lt;br /&gt;
|19||[[Strange Arrow]]||puncture/electrical damage (prereq)||1||none||57&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Lay Ward]]||potency barrier against spells (great for PvE)||1||Gauge Flow, Ease Burden or Strange Arrow||60&lt;br /&gt;
|-&lt;br /&gt;
|22||||||||||66&lt;br /&gt;
|-&lt;br /&gt;
|24||[[Manifest Force]]||ablative physical damage barrier (great for PvP)||2||Gauge Flow, Ease Burden or Strange Arrow||72&lt;br /&gt;
|-&lt;br /&gt;
|26||[[Cure Disease]]||cures disease||1||Blood Staunching||78&lt;br /&gt;
|-&lt;br /&gt;
|28||||||||||84&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Absolution]]||allows Empath to attack the undead without shock&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||2||Cure Disease or Flush Poisons||90&lt;br /&gt;
|-&lt;br /&gt;
|32||||||||||98&lt;br /&gt;
|-&lt;br /&gt;
|34||[[Mental Focus]]||+intelligence, +concentration/recovery (prereq)||2||Heal Scars||106&lt;br /&gt;
|-&lt;br /&gt;
|36||[[Compel]]||forces target to leave room (prereq)||1||Mental Focus||114&lt;br /&gt;
|-&lt;br /&gt;
|38||||||||||122&lt;br /&gt;
|-&lt;br /&gt;
|40||||||||||130&lt;br /&gt;
|-&lt;br /&gt;
|42||[[Nissa&#039;s Binding]]||puts target to sleep (AoE debilitation)||3||Compel or Awaken||138&lt;br /&gt;
|-&lt;br /&gt;
|44||[[Magical feats|Deep Attunement]]||+harness regeneration||1||100 Attunement, 100 Arcana||146&lt;br /&gt;
|-&lt;br /&gt;
|46||[[Magical feats|Efficient Harnessing]]||-harness cost||1||100 Attunement, 100 Arcana||154&lt;br /&gt;
|-&lt;br /&gt;
|48||[[Innocence]]||forces target to disengage; prevents facing/advancing (prereq)||1||Iron Constitution||162&lt;br /&gt;
|-&lt;br /&gt;
|50||||||||||170&lt;br /&gt;
|-&lt;br /&gt;
|52||||||||||178&lt;br /&gt;
|-&lt;br /&gt;
|54||[[Tranquility]]||+discipline, +defense against vs. will/fortitude attacks (prereq)||3||Mental Focus||186&lt;br /&gt;
|-&lt;br /&gt;
|56||[[Vigor]]||+agility, +strength||1||Gift of Life||194&lt;br /&gt;
|-&lt;br /&gt;
|58||[[Magical feats|Utility Mastery]]||increases your personal cap for utility spells||1||100 Utility, 100 Arcana||202&lt;br /&gt;
|-&lt;br /&gt;
|60||||||||||210&lt;br /&gt;
|-&lt;br /&gt;
|62||[[Awaken]]||-stuns/unconsciousness||2||Mental Focus||218&lt;br /&gt;
|-&lt;br /&gt;
|64||[[Magical feats|Raw Channeling]]||power cyclics directly from attunement||1||100 Attunement, 100 Arcana||226&lt;br /&gt;
|-&lt;br /&gt;
|66||[[Magical feats|Efficient Channeling]]||-cyclic cost||1||100 Attunement, 100 Arcana||234&lt;br /&gt;
|-&lt;br /&gt;
|68||||||||||242&lt;br /&gt;
|-&lt;br /&gt;
|70||[[Guardian Spirit]]||summons combat &amp;quot;pet&amp;quot; (cyclic, trains TM)||2||circle 20, Innocence and Compel or Paralysis||250&lt;br /&gt;
|-&lt;br /&gt;
|72||||||||||260&lt;br /&gt;
|-&lt;br /&gt;
|74||||||||||270&lt;br /&gt;
|-&lt;br /&gt;
|76||[[Aesandry Darlaeth]]||+reflex, +recovery from balance/immobilization/webbing (cyclic)||3||circle 20, Aggressive Stance||280&lt;br /&gt;
|-&lt;br /&gt;
|78||||||||||290&lt;br /&gt;
|-&lt;br /&gt;
|80||||||||||300&lt;br /&gt;
|-&lt;br /&gt;
|82||[[Perseverance of Peri&#039;el]]||ablative vitality barrier (ritual)||3||circle 30, Tranquility and Iron Constitution||310&lt;br /&gt;
|-&lt;br /&gt;
|84||||||||||320&lt;br /&gt;
|-&lt;br /&gt;
|86||[[Heal]]||heals most severe wounds/scars (up to 4)||2||Vitality Healing||330&lt;br /&gt;
|-&lt;br /&gt;
|88||||||||||340&lt;br /&gt;
|-&lt;br /&gt;
|90||[[Regenerate]]||gradually heals wounds/scars (cyclic, great for hunting)||2||circle 30, Heal||350&lt;br /&gt;
|-&lt;br /&gt;
|92||||||||||360&lt;br /&gt;
|-&lt;br /&gt;
|94||[[Dispel]]||dispels one magical effect||2||two AP spells||370&lt;br /&gt;
|-&lt;br /&gt;
|96||[[Flush Poisons]]||cures poison||1||Blood Staunching||380&lt;br /&gt;
|-&lt;br /&gt;
|98||[[Magical feats|Magic Theorist]]||learn spells designed for other mana types||1||100 Scholarship, 50 Arcana||390&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Magical feats|Improved Memory]]||memorize a second spell scroll||1||100 Scholarship, 100 Arcana||400&lt;br /&gt;
|-&lt;br /&gt;
|102||[[Magical feats|Sorcerous Patterns]]||-sorcerous backlash||1||100 Sorcery, 100 Arcana||410&lt;br /&gt;
|-&lt;br /&gt;
|105||[[Magical feats|Targeted Mastery]]||increases your personal cap for TM spells||1||100 TM, 100 Arcana||425&lt;br /&gt;
|-&lt;br /&gt;
|108||[[Magical feats|Debilitation Mastery]]||increases your personal cap for debilitation spells||1||100 Debilitation, 100 Arcana||440&lt;br /&gt;
|-&lt;br /&gt;
|111||[[Magical feats|Augmentation Mastery]]||increases your personal cap for augmentation spells||1||100 Augmentation, 100 Arcana||455&lt;br /&gt;
|-&lt;br /&gt;
|114||[[Magical feats|Warding Mastery]]||increases your personal cap for warding spells||1||100 Warding, 100 Arcana||470&lt;br /&gt;
|-&lt;br /&gt;
|117||[[Magical feats|Legerdemain]]||easier to conceal spell preps||1||50 Stealth, 50 Arcana||485&lt;br /&gt;
|-&lt;br /&gt;
|120||[[Magical feats|Alternate Preparation]]||prereq||1||100 PM, 100 Arcana||500&lt;br /&gt;
|-&lt;br /&gt;
|123||[[Magical feats|Silent Preparation]]||can learn spell preps that are easy to conceal||1||Alternate Preparation, 100 Stealth, 100 Arcana||515&lt;br /&gt;
|-&lt;br /&gt;
|126||||||||||530&lt;br /&gt;
|-&lt;br /&gt;
|129||||||||||545&lt;br /&gt;
|-&lt;br /&gt;
|132||[[Fountain of Creation]]||heals all wounds/scars||3||circle 30, Heal||560&lt;br /&gt;
|-&lt;br /&gt;
|135||[[Burden]]||-strength||1||Gauge Flow, Ease Burden or Strange Arrow||575&lt;br /&gt;
|-&lt;br /&gt;
|138||[[Adaptive Curing]]||allows preemptive casting of Flush Poisons and Cure Disease||1||Cure Disease or Flush Poisons||590&lt;br /&gt;
|-&lt;br /&gt;
|141||[[Magical feats|Faster Battle Preparations]]||shortens prep time for battle spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||605&lt;br /&gt;
|-&lt;br /&gt;
|144||[[Magical feats|Faster Targeting]]||shortens targeting time for targeted spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||620&lt;br /&gt;
|-&lt;br /&gt;
|147||[[Magical feats|Faster Rituals]]||shortens prep time for ritual spells&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;||1||100 Primary Magic, 100 Arcana||635&lt;br /&gt;
|-&lt;br /&gt;
|150||[[Magical feats|Basic Preparation Recognition]]||recognize introductory and basic spells (advanced warning in PvP)||1||50 Perception, 50 Arcana||650&lt;br /&gt;
|}&lt;br /&gt;
*Absolution requires 80 ranks of [[Utility skill|utility magic]] and [[Arcana skill|arcana]] to cast. The spell can be learned from the scroll sold at [[Sierack&#039;s Reagents]] in Shard. According to GM Armifer, it takes less significantly less [[Arcana skill|arcana]] skill to learn the spell than to use the spell.&lt;br /&gt;
*applies to the following recommended battle spells: Awaken, Burden, Compel, Dispel, Lay Ward, Lethargy, and Nissa&#039;s Binding&lt;br /&gt;
*applies to the following recommended targeted spells: Strange Arrow and Paralysis&lt;br /&gt;
*applies to the following recommended ritual spells: Absolution and Perseverance of Peri&#039;el&lt;br /&gt;
&lt;br /&gt;
{{Cat|Empaths,Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Foraging_compendium&amp;diff=446795</id>
		<title>Foraging compendium</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Foraging_compendium&amp;diff=446795"/>
		<updated>2016-06-16T20:08:14Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Foraging Compendium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Foraging Compendium&#039;&#039;&#039; is an attempt to capture the required [[Outdoorsmanship skill]], common locations, and any other known restrictions for foraging different items.&lt;br /&gt;
&lt;br /&gt;
This page was originally compiled by [[Zeltaen]] on the official forums, but exists here to allow updates by the community.&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Contributing==&lt;br /&gt;
Contributions are eagerly encouraged. If you have solid data that you wish to add, simply update the chart, or post your findings on the discussion page.&lt;br /&gt;
&lt;br /&gt;
The ranks required reflect not only raw [[Outdoorsmanship skill]], but also [[Perception skill|Perception]]. While the exact level that perception affects the skill is not yet known, please be advised that due to the inclusion of the perception skill, these numbers can never be exact.&lt;br /&gt;
&lt;br /&gt;
Furthermore, [[Ranger]]s appear to have a bonus to foraging, and in certain areas, some items are more rare and therefore harder to find. The best way to know if your contribution as a ranger will be accurate is to use [[Forage command|&amp;lt;tt&amp;gt;FORAGE CAREFUL&amp;lt;/tt&amp;gt;]] to find the item. If the roundtime is 15 seconds and you are able to find the item, it&#039;s likely that you&#039;re at least vaguely in the experience range.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Healing herbs]]&lt;br /&gt;
*{{com|forage}} command&lt;br /&gt;
*[[Foraging]]&lt;br /&gt;
*[[Lumberjacking]]&lt;br /&gt;
*[[Outdoorsmanship skill]]&lt;br /&gt;
*[http://www.olwydd.org/herbs/forage.php Olwydd.org Foraging Database]&lt;br /&gt;
&lt;br /&gt;
==Foraging Compendium==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Ranks!!Restrictions!!Location!!Note&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|berries}}||0||--||Crossing: About 3-4 steps north of NE gate on the NTR||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|branch}}||0||--||--||Anyone can find, regardless of skill or skill modifiers, assuming it is present. You will get a random [[:Category:Woods|&amp;lt;wood type&amp;gt;]] branch.&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|bread crumb}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|broken shell}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dust bunny}}||0||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fish bone}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|grass}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|leaf}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rock}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|root}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shell}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stick}}||0||--||--||A random [[:Category:Woods|&amp;lt;wood type&amp;gt;]] stick.&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|twig}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wood chip}}||0||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wood splinter}}||0||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|acorn}}||10||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|cattail}}||10||daytime||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dirt}}||10||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sea shell}}||10||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shoe tack}}||10||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|torch}}||10||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|corn}}||20||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|grungy feather}}||20||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|jadice|jadice flower}}||20||--||[[Crossing]] - city streets&amp;lt;br /&amp;gt;[[Ratha]]- city streets&amp;lt;br /&amp;gt;[[Shard]] - city streets||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|limb}}||20||--||--||A random [[:Category:Woods|&amp;lt;wood type&amp;gt;]] limb.&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|log}}||20||--||--||May no longer be foragable since [[Lumberjacking]]?&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|peat}}||20||--||--||Will burn in a [[portable stove]].&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rusty nail}}||20||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sap}}||20||summer||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|scallion}}||20||daytime; spring||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|seaweed}}||20||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|stem}}||20||spring||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blue flower}}||30||summer||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blueberries}}||30||summer||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|cherry}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|clam shell}}||30||spring||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|georin|georin grass}}||30||not winter||Crossing- outside Ranger Guild||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|red flower}}||30||summer||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|snail shell}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|strawberry}}||30||indoors||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|taffelberries}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|torn cloth}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tree root}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|vine}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|weed}}||30||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fana shell}}||40||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|jasmine blossom}}||40||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nedoren shell}}||40||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|shark tooth}}||40||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|aloe|aloe leaf}}||50||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|asarwuden shell}}||60||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|briar berries}}||60||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nemoih|nemoih root}}||60||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|phelim shell}}||60||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|yelith|yelith root}}||60||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|apple}}||65||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|clam}}||65||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|lemon}}||65||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild carrot}}||65||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|clover}}||70||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|orange}}||70||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|rose}}||70||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|seolarn weed}}||70||not winter||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pale toadstool|toadstool}}||70||--||Crossing- NE Gate||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|chamomile}}||80||spring, summer, fall?||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|draconaeia blossom}}||80||spring, fall||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|fat turnip|turnip}}||80||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|gooseberries}}||80||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|lavender}}||80||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|moss}}||80||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|almond}}||90||fall||1 room west of Caravansary on the [[NTR]] heading from Crossing to the ferry dock||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nilos|nilos grass}}||90||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|old button}}||90||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|plovik|plovik leaves}}||90||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sage}}||90||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|tea leaf}}||90||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|white rose}}||90||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|green moss}}||100||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|hulnik|hulnik grass}}||100||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|riolur|riolur leaves}}||100||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|briarberry root}}||110||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|pig root}}||110||not winter||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blocil|blocil berries}}||120||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|glaysker flower}}||120||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|red rose}}||120||spring, fall||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sufil|sufil sap}}||120||?||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sprig of mistletoe|mistletoe}}||150||--||[[Rossman&#039;s Landing]]- Mistwood Forest||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coffee bean}}||175||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|eghmok|eghmok moss}}||175||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|muljin|muljin sap}}||175||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|wild orchid}}||175||[[Yavash]] up; very hard in fall-winter||[[Ratha]]- 1st tier||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|honey comb}}||200||[[Xibar]] up; fall, winter||[[Mer&#039;Kresh]] Garden, Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|butterfly orchid}}||240||?||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|cebi|cebi root}}||275||?||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|genich|genich stem}}||275||?||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|jadice|jadice pollen}}||275|||--||[[Crossing]]- Town Green North pond||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|nuloe|nuloe stem}}||275|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|qun|qun pollen}}||275|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|coin}}||300|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|junliar|junliar stem}}||335||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dustanjis flower}}||445|||--||[[Vela&#039;Tohr Overlook]], Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|blue iris}}||?|||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|dirdel flower}}||?|||daytime; not winter||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|large turnip}}||?||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|purple iris}}||?|||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|red fox blossom}}||?|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|red lily}}||?|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|scorpion flower}}||?|||--||Theren North Road||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|sniper lily}}||?|||--||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|valerian blossom}}||?|||daytime; spring||--||&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|viper grass}}||?|||--||--||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Athan&amp;diff=446461</id>
		<title>Athan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Athan&amp;diff=446461"/>
		<updated>2016-06-12T18:52:14Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: Created page with &amp;quot;{{PC |name=Athan Cinderfield |status=a |race=Human |gender=Male |guild=Trader |instance=Platinum }} Business is business, and everybody&amp;#039;s money spends the same. If you&amp;#039;re avoi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Athan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Platinum&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Muspar&#039;i]] but, given notice, I will travel to your location in any of the major cities or islands (or Fang Cove) to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Character Backstory ==&lt;br /&gt;
&lt;br /&gt;
Athan was born in Dirge to a serving wench at the Darkstone Inn. His father was a passing Sand Elf Trader, known only as &amp;quot;Mozut,&amp;quot; whom never passed that way again.&lt;br /&gt;
&lt;br /&gt;
His birth was not welcome, and his mother vented her frustration and anger on him from infancy, often ignoring him for days while she entertained the wealthy Traders in her room. If not for the innkeeper&#039;s wife taking pity on him and feeding him from a milk-soaked rag, he would surely have died before the end of his first year.&lt;br /&gt;
&lt;br /&gt;
Growing up on the streets of Dirge - ignored, penniless, and near-starving - Athan developed a soul-searing jealousy of the rich Traders to whom his mother gave her attentions. He vowed to become one of them at any cost. To that end, at the tender age of thirteen, he apprenticed himself to a fat Rakash Trader, called Barachags, who used young Athan for his pleasure.&lt;br /&gt;
&lt;br /&gt;
As distasteful as being with Barachags was, Athan astutely learned the Trader&#039;s profession and made himself indispensable on the road. A scant two years later, at the age of fifteen, he gained complete control of his destiny. Barachags&#039; weight and lack of physical activity finally caught up with him, and the old Rakash died of heart failure on the long trade route between Therenborough and Fornsted. Athan delivered the body to the Fornsted outpost and waited in Muspar&#039;i while Barachags&#039; will was opened and examined by the guildleaders in Crossing.&lt;br /&gt;
&lt;br /&gt;
While perusing the famous music shops of the Sun&#039;s Egg, Athan was approached by an elderly Sand Elf woman who mistook him for her son, long since dead. The woman&#039;s family agreed that the resemblance was uncanny, and asked to have him magically tested by the city&#039;s Empaths, to determine his heritage. As it turned out, the senile old woman was right. Athan Cinderfield, half-elven guttersnipe of Dirge, shared the blood of House Cholesturi, a powerful Musparan merchant dynasty.&lt;br /&gt;
&lt;br /&gt;
By the time word came up from Crossing that Barachags had left all of his holdings to Athan, the Cholesturis had wholeheartedly accepted Athan as one of their own. Nowadays, Athan can be seen on the road with his caravan, trading between Riverhaven and Muspar&#039;i.&lt;br /&gt;
{{PCSkills}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446223</id>
		<title>Origami creature</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446223"/>
		<updated>2016-06-09T19:44:15Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=&#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; Origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;&lt;br /&gt;
|MinCap=20&lt;br /&gt;
|MaxCap=55&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Dirge&lt;br /&gt;
|MapList=*{{rmap|13|Paper Mill (13)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=2&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Once likely someone&#039;s art hobby, this origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; is animated by an unknown, magical force.  It looks surprisingly hostile, and its drawn-on eyes peer forward with what may be a superimposed intelligence.  Although made from paper, the origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; looks like it&#039;s been hardened by the magic, making it much stronger and more durable than if it were simple paper.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Origami creatures are the first shock-free huntable creature for Empaths. New empaths that have future plans for combat should train their skills to about 15 on an introduction critter (e.g. rats or louts) BEFORE joining the Empath guild. Afterwards, they can hunt origami creatures without shock.&lt;br /&gt;
&lt;br /&gt;
Instead of becoming cut and bruised, they become torn and crumpled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defense soft cap around 55 - Weapons slow in the 30 to 40 range&amp;lt;br /&amp;gt;&lt;br /&gt;
Stealth trains to 60+&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pretty much harmless to anything in armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ones outside the swarm area are now easier than the ones in the window.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Note: In order to use brawling maneuvers, Empaths (and only Empaths) must type BRAWL to turn off the deterrent. Typing BRAWL again will turn the brawling deterrent back on.&lt;br /&gt;
&lt;br /&gt;
== Hunting Area ==&lt;br /&gt;
The paper mill appears to have distinct regions with their own spawn mechanics. The rooms closest to the entrance (Northern Trade Road) have the slowest spawn. Spawn rate appears to increase deeper into the mill, with the last two rooms through the window being the swarm rooms.&lt;br /&gt;
&lt;br /&gt;
== Empath Weapon Mastery Overtraining ==&lt;br /&gt;
Because of the significant gap until the next huntable construct, and because of the difficulty of casting Absolution for new empaths, origami creatures are a great candidate for Weapon Mastery overtraining. This involves training as many weapons as possible in the hunting grounds, but leaving as soon as [[Melee Mastery]] and [[Missile Mastery]] are mind locked. Return to origami creatures only when the weapon mastery skills are reasonably drained. &lt;br /&gt;
&lt;br /&gt;
As long weapons skills are below 30, a character will continue to learn weapon mastery skills even if the weapon mastery skills are beyond the skill cap for the creature. However, if all weapon skills are at the creature cap, then no more mastery can be milked from origami creatures. Thus the need to &amp;quot;conserve&amp;quot; learning and leave as soon as weapon mastery skills are mind locked.&lt;br /&gt;
&lt;br /&gt;
An empath can continue to train origami for quite some time for mastery skills through this method, and bypass the lack of viable hunting options. The next target creature after* origami for empaths would be [[zombie kobold]]s in Shard. The zombie kobolds require about 80 ranks to hunt safely, which means your weapon mastery skill will need to be a bit above that to hit them with your low weapon skills coming out of origami. Training earlier on [[faenrae reaver]]s is also possible, but difficult because [[wind hound]]s are not considered undead, and will cause empathic shock. At early ranks, without an avenger, the room quickly becomes unbalanced as the reavers are killed off and the hounds remain.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Empaths can train defenses and empathy (via manipulate) past origami creature cap on the following nearby creatures: [[grass eel]], [[beisswurm]], and [[blood wolf]].&lt;br /&gt;
&lt;br /&gt;
There are several creatures BEFORE zombie kobolds and origami creatures that empaths with Absolution may hunt. See the [[Empath_hunting_ladder]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Colors: Black, Grey, Green, Orange, Pink, Purple, Red, Silver, Striped or White&amp;lt;br /&amp;gt;&lt;br /&gt;
Shapes: Bird, Cow, Dragon, Duck, Goblin, Grasshopper, Hat, Mouse, Sprite, or Yak&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
Coming in many different colors and sizes, these strange creatures are simply folded origami projects that have been animated by an outside source.  They are typically found in old shops, paper mills and occasionally gathering spots where completed projects are discarded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once attributed to be creations of the mad toy merchant [[Hobglup]], this theory has since been discredited by his death.  These are sometimes rumored to be fueled by anger at being abandoned by their maker, although more practical theories say that they are animated by a mage of some sort.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pudgy_red-nosed_clown&amp;diff=446191</id>
		<title>Pudgy red-nosed clown</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pudgy_red-nosed_clown&amp;diff=446191"/>
		<updated>2016-06-09T16:21:09Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Juggling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=-&lt;br /&gt;
|race=-&lt;br /&gt;
|gender=Male&lt;br /&gt;
|location=Crossing&lt;br /&gt;
|map=1c&lt;br /&gt;
|type=merchant&lt;br /&gt;
}}&lt;br /&gt;
The clown wears a tightly curled wig in an improbable shade of blue, baggy checked pants, a bright red shirt adorned with gaudy yellow polkadots and a big green bow around his neck.  After such a coordinated fashion statement, his painted face with its bulbuous red nose is almost ordinary!  He carries with him a large barrel filled with colorful pebbles, with a sign which reads &amp;quot;Raffle, just 100 copper kronars!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A pudgy red-nosed clown bounces merrily, tapping his barrel with a white-gloved hand.  &amp;quot;Yes indeed, we&#039;re running a raffle today!  Just 100 copper kronars, and you can draw a pebble from my barrel here.  Pull the gilded pebble and you&#039;ve won yourself one of the top prizes, a special item you won&#039;t find anywhere else! I&#039;ve also got some lovely items so you can juggle, and unique trinkets!  Toys, jewelry, and food -- all these and more can be found just for 100 copper kronars!  But be wary, for if you pull a black pebble from my barrel, I keep your pebble and give you only my thanks!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Possible Prizes==&lt;br /&gt;
===(not verified yet)===&lt;br /&gt;
*{{sloot|i| set of colorful balls}}&lt;br /&gt;
*{{sloot|i| dark green frogs}}&lt;br /&gt;
*{{sloot|i| shiny golden crowns‎}}&lt;br /&gt;
*{{sloot|i| large glass peaches‎}}&lt;br /&gt;
*{{sloot|i| engraved silver globes‎}}&lt;br /&gt;
===(verified)===&lt;br /&gt;
==Hats==&lt;br /&gt;
*{{sloot|c| cotton camoflauge hat}}&lt;br /&gt;
*{{sloot|c| cotton dunce hat}}&lt;br /&gt;
*{{sloot|c| cotton flowered hat}}&lt;br /&gt;
*{{sloot|c| cotton Katamba-black hat}}&lt;br /&gt;
*{{sloot|c| cotton oversized hat}}&lt;br /&gt;
*{{sloot|c| cotton patched hat}}&lt;br /&gt;
*{{sloot|c| cotton pirate hat}}&lt;br /&gt;
*{{sloot|c| cotton princess hat}}&lt;br /&gt;
*{{sloot|c| cotton puffy hat}}&lt;br /&gt;
*{{sloot|c| cotton red checkered hat}}&lt;br /&gt;
*{{sloot|c| cotton speckled hat}}&lt;br /&gt;
*{{sloot|c| cotton spiral painted hat}}&lt;br /&gt;
*{{sloot|c| cotton spiral painted hat}}&lt;br /&gt;
*{{sloot|c| cotton striped rainbow hat}}&lt;br /&gt;
*{{sloot|c| cotton Xibar-blue hat}}&lt;br /&gt;
*{{sloot|c| cotton Yavash-red hat}}&lt;br /&gt;
*{{sloot|c| fancy paper flowered hat}}&lt;br /&gt;
*{{sloot|c| fancy paper gem painted hat}}&lt;br /&gt;
*{{sloot|c| fancy paper Katamba-black hat}}&lt;br /&gt;
*{{sloot|c| fancy paper mushroom-top hat}}&lt;br /&gt;
*{{sloot|c| fancy paper oversized hat}}&lt;br /&gt;
*{{sloot|c| fancy paper pastel streaked hat}}&lt;br /&gt;
*{{sloot|c| fancy paper patched hat}}&lt;br /&gt;
*{{sloot|c| fancy paper pirate hat}}&lt;br /&gt;
*{{sloot|c| fancy paper princess hat}}&lt;br /&gt;
*{{sloot|c| fancy paper puffy hat}}&lt;br /&gt;
*{{sloot|c| fancy paper red checkered hat}}&lt;br /&gt;
*{{sloot|c| fancy paper spangled hat}}&lt;br /&gt;
*{{sloot|c| fancy paper spiral painted hat}}&lt;br /&gt;
*{{sloot|c| fancy paper striped rainbow hat}}&lt;br /&gt;
*{{sloot|c| fancy paper Xibar-blue hat}}&lt;br /&gt;
*{{sloot|c| fancy paper Yavash-red hat}}&lt;br /&gt;
*{{sloot|c| felt camoflauge hat}}&lt;br /&gt;
*{{sloot|c| felt gem painted hat}}&lt;br /&gt;
*{{sloot|c| felt Katamba-black hat}}&lt;br /&gt;
*{{sloot|c| felt mushroom-top hat}}&lt;br /&gt;
*{{sloot|c| felt oversized hat}}&lt;br /&gt;
*{{sloot|c| felt pastel streaked hat}}&lt;br /&gt;
*{{sloot|c| felt pirate hat}}&lt;br /&gt;
*{{sloot|c| felt princess hat}}&lt;br /&gt;
*{{sloot|c| felt spangled hat}}&lt;br /&gt;
*{{sloot|c| felt speckled hat}}&lt;br /&gt;
*{{sloot|c| felt spiral painted hat}}&lt;br /&gt;
*{{sloot|c| felt striped rainbow hat}}&lt;br /&gt;
*{{sloot|c| felt Xibar-blue hat}}&lt;br /&gt;
*{{sloot|c| folded paper camoflauge hat}}&lt;br /&gt;
*{{sloot|c| folded paper dunce hat}}&lt;br /&gt;
*{{sloot|c| folded paper flowered hat}}&lt;br /&gt;
*{{sloot|c| folded paper gem painted hat}}&lt;br /&gt;
*{{sloot|c| folded paper Katamba-black hat}}&lt;br /&gt;
*{{sloot|c| folded paper mushroom-top hat}}&lt;br /&gt;
*{{sloot|c| folded paper pastel streaked hat}}&lt;br /&gt;
*{{sloot|c| folded paper pirate hat}}&lt;br /&gt;
*{{sloot|c| folded paper princess hat}}&lt;br /&gt;
*{{sloot|c| folded paper puffy hat}}&lt;br /&gt;
*{{sloot|c| folded paper red checkered hat}}&lt;br /&gt;
*{{sloot|c| folded paper spangled hat}}&lt;br /&gt;
*{{sloot|c| folded paper speckled hat}}&lt;br /&gt;
*{{sloot|c| folded paper star painted hat}}&lt;br /&gt;
*{{sloot|c| folded paper striped rainbow hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper camoflauge hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper dunce hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper flowered hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper gem painted hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper mushroom-top hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper oversized hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper pastel streaked hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper patched hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper pirate hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper princess hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper red checkered hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper spangled hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper spiral painted hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper star painted hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper striped rainbow hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper Xibar-blue hat}}&lt;br /&gt;
*{{sloot|c| rumpled paper Yavash-red hat}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*{{sloot|i| bright blue metallic pinwheel dotted with a moon and star pattern}}&lt;br /&gt;
*{{sloot|i| etched glass barrel on a pie-shaped base   }}&lt;br /&gt;
*{{sloot|i| polished opal-eyed dragon toy with intricate gold scales   }}&lt;br /&gt;
*{{sloot|i| slender crystal whistle etched with golden carousel horses}}&lt;br /&gt;
&lt;br /&gt;
==Juggling==&lt;br /&gt;
*{{sloot|i| carved ebony yaks}}&lt;br /&gt;
*{{sloot|i| carved glass skulls}}&lt;br /&gt;
*{{sloot|i| carved glass stars}}&lt;br /&gt;
*{{sloot|i| carved obsidian cubes}}&lt;br /&gt;
*{{sloot|i| carved pine skulls}}&lt;br /&gt;
*{{sloot|i| detailed driftwood cubes}}&lt;br /&gt;
*{{sloot|i| detailed ebony cubes}}&lt;br /&gt;
*{{sloot|i| detailed ebony yaks}}&lt;br /&gt;
*{{sloot|i| detailed pine cubes}}&lt;br /&gt;
*{{sloot|i| etched cedar rosebuds}}&lt;br /&gt;
*{{sloot|i| etched cedar skulls}}&lt;br /&gt;
*{{sloot|i| etched oak stars}}&lt;br /&gt;
*{{sloot|i| etched pine eggs}}&lt;br /&gt;
*{{sloot|i| miniature wooden barrel}}&lt;br /&gt;
*{{sloot|i| rough driftwood eggs}}&lt;br /&gt;
*{{sloot|i| rough driftwood skulls}}&lt;br /&gt;
*{{sloot|i| rough glass stars}}&lt;br /&gt;
*{{sloot|i| rough pewter yaks}}&lt;br /&gt;
*{{sloot|i| rough silverwood eggs}}&lt;br /&gt;
*{{sloot|i| rough silverwood rosebuds}}&lt;br /&gt;
*{{sloot|i| small driftwood rosebuds}}&lt;br /&gt;
*{{sloot|i| small glass skulls}}&lt;br /&gt;
*{{sloot|i| small glass yaks}}&lt;br /&gt;
*{{sloot|i| small pewter spheres}}&lt;br /&gt;
*{{sloot|i| small pewter yaks}}&lt;br /&gt;
&lt;br /&gt;
==Pies==&lt;br /&gt;
* Note: All pies taste the same and can be thrown at people.&lt;br /&gt;
*{{sloot|f| deep dish apple pie}}&lt;br /&gt;
*{{sloot|f| deep dish banana cream pie}}&lt;br /&gt;
*{{sloot|f| deep dish blackberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish blueberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish cherry pie}}&lt;br /&gt;
*{{sloot|f| deep dish chocolate cream pie}}&lt;br /&gt;
*{{sloot|f| deep dish cloudberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish coconut cream pie}}&lt;br /&gt;
*{{sloot|f| deep dish custard pie}}&lt;br /&gt;
*{{sloot|f| deep dish gooseberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish lemon cream pie}}&lt;br /&gt;
*{{sloot|f| deep dish mango pie}}&lt;br /&gt;
*{{sloot|f| deep dish peach pie}}&lt;br /&gt;
*{{sloot|f| deep dish pear pie}}&lt;br /&gt;
*{{sloot|f| deep dish plum pie}}&lt;br /&gt;
*{{sloot|f| deep dish pumpkin pie}}&lt;br /&gt;
*{{sloot|f| deep dish raspberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish strawberry pie}}&lt;br /&gt;
*{{sloot|f| deep dish taffelberry pie}}&lt;br /&gt;
*{{sloot|f| fresh apple pie}}&lt;br /&gt;
*{{sloot|f| fresh banana cream pie}}&lt;br /&gt;
*{{sloot|f| fresh blackberry pie}}&lt;br /&gt;
*{{sloot|f| fresh blueberry pie}}&lt;br /&gt;
*{{sloot|f| fresh cherry pie}}&lt;br /&gt;
*{{sloot|f| fresh chocolate cream pie}}&lt;br /&gt;
*{{sloot|f| fresh cloudberry pie}}&lt;br /&gt;
*{{sloot|f| fresh coconut cream pie}}&lt;br /&gt;
*{{sloot|f| fresh gooseberry pie}}&lt;br /&gt;
*{{sloot|f| fresh lemon cream pie}}&lt;br /&gt;
*{{sloot|f| fresh mango pie}}&lt;br /&gt;
*{{sloot|f| fresh peach pie}}&lt;br /&gt;
*{{sloot|f| fresh pear pie}}&lt;br /&gt;
*{{sloot|f| fresh pecan pie}}&lt;br /&gt;
*{{sloot|f| fresh plum pie}}&lt;br /&gt;
*{{sloot|f| fresh pumpkin pie}}&lt;br /&gt;
*{{sloot|f| fresh raspberry pie}}&lt;br /&gt;
*{{sloot|f| fresh strawberry pie}}&lt;br /&gt;
*{{sloot|f| fresh taffelberry pie}}&lt;br /&gt;
*{{sloot|f| gourmet apple pie}}&lt;br /&gt;
*{{sloot|f| gourmet banana cream pie}}&lt;br /&gt;
*{{sloot|f| gourmet blackberry pie}}&lt;br /&gt;
*{{sloot|f| gourmet blueberry pie}}&lt;br /&gt;
*{{sloot|f| gourmet cherry pie}}&lt;br /&gt;
*{{sloot|f| gourmet chocolate cream pie}}&lt;br /&gt;
*{{sloot|f| gourmet cloudberry pie}}&lt;br /&gt;
*{{sloot|f| gourmet coconut cream pie}}&lt;br /&gt;
*{{sloot|f| gourmet custard pie}}&lt;br /&gt;
*{{sloot|f| gourmet lemon cream pie}}&lt;br /&gt;
*{{sloot|f| gourmet mango pie}}&lt;br /&gt;
*{{sloot|f| gourmet peach pie}}&lt;br /&gt;
*{{sloot|f| gourmet pear pie}}&lt;br /&gt;
*{{sloot|f| gourmet pecan pie}}&lt;br /&gt;
*{{sloot|f| gourmet pumpkin pie}}&lt;br /&gt;
*{{sloot|f| gourmet strawberry pie}}&lt;br /&gt;
*{{sloot|f| gourmet taffelberry pie}}&lt;br /&gt;
*{{sloot|f| savory apple pie}}&lt;br /&gt;
*{{sloot|f| savory banana cream pie}}&lt;br /&gt;
*{{sloot|f| savory blueberry pie}}&lt;br /&gt;
*{{sloot|f| savory chocolate cream pie}}&lt;br /&gt;
*{{sloot|f| savory cloudberry pie}}&lt;br /&gt;
*{{sloot|f| savory custard pie}}&lt;br /&gt;
*{{sloot|f| savory gooseberry pie}}&lt;br /&gt;
*{{sloot|f| savory lemon cream pie}}&lt;br /&gt;
*{{sloot|f| savory mango pie}}&lt;br /&gt;
*{{sloot|f| savory peach pie}}&lt;br /&gt;
*{{sloot|f| savory pear pie}}&lt;br /&gt;
*{{sloot|f| savory pecan pie}}&lt;br /&gt;
*{{sloot|f| savory plum pie}}&lt;br /&gt;
*{{sloot|f| savory pumpkin pie}}&lt;br /&gt;
*{{sloot|f| savory raspberry pie}}&lt;br /&gt;
*{{sloot|f| savory strawberry pie}}&lt;br /&gt;
*{{sloot|f| savory taffelberry pie}}&lt;br /&gt;
*{{sloot|f| stale apple pie}}&lt;br /&gt;
*{{sloot|f| stale banana cream pie}}&lt;br /&gt;
*{{sloot|f| stale blackberry pie}}&lt;br /&gt;
*{{sloot|f| stale blueberry pie}}&lt;br /&gt;
*{{sloot|f| stale cherry pie}}&lt;br /&gt;
*{{sloot|f| stale cloudberry pie}}&lt;br /&gt;
*{{sloot|f| stale coconut cream pie}}&lt;br /&gt;
*{{sloot|f| stale custard pie}}&lt;br /&gt;
*{{sloot|f| stale gooseberry pie}}&lt;br /&gt;
*{{sloot|f| stale lemon cream pie}}&lt;br /&gt;
*{{sloot|f| stale mango pie}}&lt;br /&gt;
*{{sloot|f| stale pear pie}}&lt;br /&gt;
*{{sloot|f| stale plum pie}}&lt;br /&gt;
*{{sloot|f| stale pumpkin pie}}&lt;br /&gt;
*{{sloot|f| stale raspberry pie}}&lt;br /&gt;
*{{sloot|f| stale strawberry pie}}&lt;br /&gt;
*{{sloot|f| stale taffelberry pie}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
*{{sloot|j| blued-steel bow-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| blued-steel coin-shaped earring}}&lt;br /&gt;
*{{sloot|j| blued-steel pansy-etched earcuff}}&lt;br /&gt;
*{{sloot|j| blued-steel snapdragon ring}}&lt;br /&gt;
*{{sloot|j| blued-steel sword-shaped pin}}&lt;br /&gt;
*{{sloot|j| blued-steel wand-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| brushed silver medallion}}&lt;br /&gt;
*{{sloot|j| crystal castle-shaped ring}}&lt;br /&gt;
*{{sloot|j| crystal dragon-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| crystal fish-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| crystal herb-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| crystal tree-etched earcuff}}&lt;br /&gt;
*{{sloot|j| detailed carousel horse pendant}}&lt;br /&gt;
*{{sloot|j| detailed carousel horse pin}}&lt;br /&gt;
*{{sloot|j| detailed fish-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| detailed flute-shaped pin}}&lt;br /&gt;
*{{sloot|j| detailed heart-etched earring}}&lt;br /&gt;
*{{sloot|j| detailed herb-shaped ring}}&lt;br /&gt;
*{{sloot|j| detailed pansy-etched ring}}&lt;br /&gt;
*{{sloot|j| detailed snapdragon pin}}&lt;br /&gt;
*{{sloot|j| detailed sword-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| detailed tree-etched earcuff}}&lt;br /&gt;
*{{sloot|j| detailed tree-etched ring}}&lt;br /&gt;
*{{sloot|j| golden bow-shaped earring}}&lt;br /&gt;
*{{sloot|j| golden carousel horse pin}}&lt;br /&gt;
*{{sloot|j| golden carousel horse ring}}&lt;br /&gt;
*{{sloot|j| golden coin-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| golden fish-shaped pin}}&lt;br /&gt;
*{{sloot|j| golden pansy-etched earring}}&lt;br /&gt;
*{{sloot|j| golden tree-etched earcuff}}&lt;br /&gt;
*{{sloot|j| golden wheel-shaped earring}}&lt;br /&gt;
*{{sloot|j| intricate bow-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| intricate dragon-shaped pendant}}&lt;br /&gt;
*{{sloot|j| intricate fish-shaped earring}}&lt;br /&gt;
*{{sloot|j| intricate herb-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| intricate rose-etched earring}}&lt;br /&gt;
*{{sloot|j| intricate wand-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| pewter castle-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| pewter clown-shaped pendant}}&lt;br /&gt;
*{{sloot|j| pewter leaf-engraved earcuff}}&lt;br /&gt;
*{{sloot|j| pewter sword-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| pewter tree-etched earring}}&lt;br /&gt;
*{{sloot|j| polished bow-shaped pendant   }}&lt;br /&gt;
*{{sloot|j| polished clown-shaped earring}}&lt;br /&gt;
*{{sloot|j| polished coin-shaped earring}}&lt;br /&gt;
*{{sloot|j| polished heart-etched earring}}&lt;br /&gt;
*{{sloot|j| polished heart-etched ring}}&lt;br /&gt;
*{{sloot|j| polished pebble inset earring}}&lt;br /&gt;
*{{sloot|j| polished snapdragon earring}}&lt;br /&gt;
*{{sloot|j| polished sword-shaped earring}}&lt;br /&gt;
*{{sloot|j| silvery castle-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| silvery leaf-engraved ring}}&lt;br /&gt;
*{{sloot|j| silvery mug-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| silvery wand-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| small carousel horse earring}}&lt;br /&gt;
*{{sloot|j| small clown-shaped earring}}&lt;br /&gt;
*{{sloot|j| small leaf-engraved earring}}&lt;br /&gt;
*{{sloot|j| small rose-etched earcuff}}&lt;br /&gt;
*{{sloot|j| small rose-etched pendant}}&lt;br /&gt;
*{{sloot|j| small snapdragon earring}}&lt;br /&gt;
*{{sloot|j| small tree-etched ring}}&lt;br /&gt;
*{{sloot|j| small wand-shaped earring}}&lt;br /&gt;
*{{sloot|j| small wand-shaped ring}}&lt;br /&gt;
*{{sloot|j| tarnished fish-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| tarnished herb-shaped ring}}&lt;br /&gt;
*{{sloot|j| tarnished pansy-etched pendant}}&lt;br /&gt;
*{{sloot|j| tarnished rose-etched earcuff}}&lt;br /&gt;
*{{sloot|j| tarnished snapdragon pin}}&lt;br /&gt;
*{{sloot|j| tarnished sword-shaped ring}}&lt;br /&gt;
*{{sloot|j| tarnished wand-shaped earcuff}}&lt;br /&gt;
*{{sloot|j| tarnished wheel-shaped pin}}&lt;br /&gt;
&lt;br /&gt;
==Dolls==&lt;br /&gt;
* All dolls have the same verbs, their heads taste like raspberry when torn off.&lt;br /&gt;
*{{sloot|i| cotton dragon doll}}&lt;br /&gt;
*{{sloot|i| cotton Elf doll}}&lt;br /&gt;
*{{sloot|i| cotton Elothean doll}}&lt;br /&gt;
*{{sloot|i| cotton goblin doll}}&lt;br /&gt;
*{{sloot|i| cotton Human doll}}&lt;br /&gt;
*{{sloot|i| cotton raccoon doll}}&lt;br /&gt;
*{{sloot|i| cotton witch doll}}&lt;br /&gt;
*{{sloot|i| felt Dwarf doll}}&lt;br /&gt;
*{{sloot|i| felt Elothean doll}}&lt;br /&gt;
*{{sloot|i| felt Gnome doll}}&lt;br /&gt;
*{{sloot|i| felt goblin doll}}&lt;br /&gt;
*{{sloot|i| felt Kaldar doll}}&lt;br /&gt;
*{{sloot|i| felt raccoon doll}}&lt;br /&gt;
*{{sloot|i| felt S&#039;Kra Mur doll}}&lt;br /&gt;
*{{sloot|i| fierce Dwarf doll}}&lt;br /&gt;
*{{sloot|i| fierce goblin doll}}&lt;br /&gt;
*{{sloot|i| fierce Gor&#039;Tog doll}}&lt;br /&gt;
*{{sloot|i| fierce Human doll}}&lt;br /&gt;
*{{sloot|i| fierce Human doll}}&lt;br /&gt;
*{{sloot|i| fierce Kaldar doll}}&lt;br /&gt;
*{{sloot|i| fierce shadow master doll}}&lt;br /&gt;
*{{sloot|i| fierce shadowling doll}}&lt;br /&gt;
*{{sloot|i| fierce velver doll}}&lt;br /&gt;
*{{sloot|i| fierce witch doll}}&lt;br /&gt;
*{{sloot|i| gruesome Dwarf doll}}&lt;br /&gt;
*{{sloot|i| gruesome Elf doll}}&lt;br /&gt;
*{{sloot|i| gruesome Elothean doll}}&lt;br /&gt;
*{{sloot|i| gruesome Kaldar doll}}&lt;br /&gt;
*{{sloot|i| gruesome pirate doll}}&lt;br /&gt;
*{{sloot|i| gruesome raccoon doll}}&lt;br /&gt;
*{{sloot|i| gruesome S&#039;Kra Mur doll}}&lt;br /&gt;
*{{sloot|i| gruesome shadowling doll}}&lt;br /&gt;
*{{sloot|i| gruesome skeleton doll}}&lt;br /&gt;
*{{sloot|i| gruesome velver doll}}&lt;br /&gt;
*{{sloot|i| gruesome witch doll}}&lt;br /&gt;
*{{sloot|i| silly-looking Dwarf doll}}&lt;br /&gt;
*{{sloot|i| silly-looking Elf doll}}&lt;br /&gt;
*{{sloot|i| silly-looking goblin doll}}&lt;br /&gt;
*{{sloot|i| silly-looking Gor&#039;Tog doll}}&lt;br /&gt;
*{{sloot|i| silly-looking Kaldar doll}}&lt;br /&gt;
*{{sloot|i| silly-looking Prydaen doll}}&lt;br /&gt;
*{{sloot|i| silly-looking raccoon doll}}&lt;br /&gt;
*{{sloot|i| silly-looking S&#039;Kra Mur doll}}&lt;br /&gt;
*{{sloot|i| silly-looking shadow master doll}}&lt;br /&gt;
*{{sloot|i| silly-looking velver doll}}&lt;br /&gt;
*{{sloot|i| small Dwarf doll}}&lt;br /&gt;
*{{sloot|i| small goblin doll}}&lt;br /&gt;
*{{sloot|i| small Gor&#039;Tog doll}}&lt;br /&gt;
*{{sloot|i| small Halfling doll}}&lt;br /&gt;
*{{sloot|i| small Human doll}}&lt;br /&gt;
*{{sloot|i| small Kaldar doll}}&lt;br /&gt;
*{{sloot|i| small pirate doll}}&lt;br /&gt;
*{{sloot|i| small Rakash doll}}&lt;br /&gt;
*{{sloot|i| small witch doll}}&lt;br /&gt;
*{{sloot|i| smiling goblin doll}}&lt;br /&gt;
*{{sloot|i| smiling Gor&#039;Tog doll}}&lt;br /&gt;
*{{sloot|i| smiling Kaldar doll}}&lt;br /&gt;
*{{sloot|i| smiling witch doll}}&lt;br /&gt;
*{{sloot|i| soft dragon doll}}&lt;br /&gt;
*{{sloot|i| soft goblin doll}}&lt;br /&gt;
*{{sloot|i| soft Halfling doll}}&lt;br /&gt;
*{{sloot|i| soft Human doll}}&lt;br /&gt;
*{{sloot|i| soft pirate doll}}&lt;br /&gt;
*{{sloot|i| soft raccoon doll}}&lt;br /&gt;
*{{sloot|i| soft Rakash doll}}&lt;br /&gt;
*{{sloot|i| soft S&#039;Kra Mur doll}}&lt;br /&gt;
*{{sloot|i| soft shadowling doll}}&lt;br /&gt;
*{{sloot|i| soft skeleton doll}}&lt;br /&gt;
*{{sloot|i| ugly dragon doll}}&lt;br /&gt;
*{{sloot|i| ugly Elf doll}}&lt;br /&gt;
*{{sloot|i| ugly Human doll}}&lt;br /&gt;
*{{sloot|i| ugly Kaldar doll}}&lt;br /&gt;
*{{sloot|i| ugly pirate doll}}&lt;br /&gt;
*{{sloot|i| ugly S&#039;Kra Mur doll}}&lt;br /&gt;
*{{sloot|i| velvet Elf doll}}&lt;br /&gt;
*{{sloot|i| velvet Elothean doll}}&lt;br /&gt;
*{{sloot|i| velvet goblin doll}}&lt;br /&gt;
*{{sloot|i| velvet Kaldar doll}}&lt;br /&gt;
*{{sloot|i| velvet pirate doll}}&lt;br /&gt;
*{{sloot|i| velvet raccoon doll}}&lt;br /&gt;
*{{sloot|i| velvet Rakash doll}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lollipops==&lt;br /&gt;
*{{sloot|f| ale-flavored boar-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored boggle-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored boobrie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored cloud-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored horse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored mouse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored nyad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored tree-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| ale-flavored velver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry coin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry crown-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry drum-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry flower-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry gelapod-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry goblin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry grub-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry sheep-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| blueberry wren-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry boobrie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry cat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry coin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry crown-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry drum-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry grendel-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry horse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry sheep-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry troll-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry warklin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cherry worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate boat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate coin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate cone-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate dog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate duck-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate flute-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate ghost-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate tree-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate viper-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate wren-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| chocolate zombie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon boggle-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon chicken-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon cloud-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon dolphin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon goblin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon sheep-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon spider-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| cinnamon wolf-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry boar-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry dog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry flute-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry imp-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry mouse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry nyad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry owl-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry star-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry velver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| gooseberry violin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape chicken-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape dryad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape flower-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape kobold-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape owl-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape viper-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape viper-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape wren-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| grape zombie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon boat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon cat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon cone-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon crown-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon dog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon dryad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon grendel-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon horse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon nyad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon sheep-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime cloud-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime cone-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime goblin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime shark-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime sphere-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime star-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime violin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime viper-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lemon-lime vulture-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice arbelog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice boar-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice cone-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice dog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice nyad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice rat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice reaver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice sheep-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice star-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| licorice vulture-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime bear-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime drum-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime imp-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime reaver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime wolf-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| lime yak-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange cloud-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange dog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange dryad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange flower-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange flute-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange gelapod-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| orange violin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach bear-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach grendel-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach mouse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach nyad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach owl-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach velver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach vulture-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| peach worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow drum-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow flower-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow kobold-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow reaver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow sphere-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow sword-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow violin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow vulture-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow wolf-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| rainbow worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry boar-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry box-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry cat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry cloud-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry crown-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry dryad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry duck-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry flute-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry horse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry kobold-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry rat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry rat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry troll-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| raspberry yak-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple bear-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple boar-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple boat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple cat-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple flower-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple owl-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple shark-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple sword-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple tree-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sour apple zombie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky bear-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky gerbil-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky gidii-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky imp-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky wren-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| sticky zombie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry boggle-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry boobrie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry box-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry drum-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry dryad-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry ghost-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry mouse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry shark-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry sword-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry tree-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry wolf-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| strawberry worm-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry coin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry cone-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry duck-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry frog-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry gelapod-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry gerbil-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry goose-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry shark-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| taffelberry zombie-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored arrow-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored coin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored dolphin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored goblin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored horse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored imp-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored lizard-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored mouse-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored ogre-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored owl-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored spider-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored velver-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored warklin-shaped lollipop}}&lt;br /&gt;
*{{sloot|f| wine-flavored yak-shaped lollipop}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446129</id>
		<title>Origami creature</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446129"/>
		<updated>2016-06-08T14:28:26Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Empath Weapon Mastery Overtraining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=&#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; Origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;&lt;br /&gt;
|MinCap=20&lt;br /&gt;
|MaxCap=55&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Dirge&lt;br /&gt;
|MapList=*{{rmap|13|Paper Mill (13)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=2&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Once likely someone&#039;s art hobby, this origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; is animated by an unknown, magical force.  It looks surprisingly hostile, and its drawn-on eyes peer forward with what may be a superimposed intelligence.  Although made from paper, the origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; looks like it&#039;s been hardened by the magic, making it much stronger and more durable than if it were simple paper.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Origami creatures are the first shock-free huntable creature for Empaths. New empaths that have future plans for combat should train their skills to about 15 on an introduction critter (e.g. rats or louts) BEFORE joining the Empath guild. Afterwards, they can hunt origami creatures without shock.&lt;br /&gt;
&lt;br /&gt;
Instead of becoming cut and bruised, they become torn and crumpled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defense soft cap around 55 - Weapons slow in the 30 to 40 range&amp;lt;br /&amp;gt;&lt;br /&gt;
Stealth trains to 60+&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pretty much harmless to anything in armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ones outside the swarm area are now easier than the ones in the window.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Note: at the current time, it is not possible for an Empath to use any violent (i.e. damaging) brawling maneuvers on origami creatures. They will receive the following message: &amp;quot;Feeling some trepidation and concern at the thought of injuring another, you think better of your action. You cannot seem to do that right now.&amp;quot; This situation has been BUGged.&lt;br /&gt;
&lt;br /&gt;
== Hunting Area ==&lt;br /&gt;
The paper mill appears to have distinct regions with their own spawn mechanics. The rooms closest to the entrance (Northern Trade Road) have the slowest spawn. Spawn rate appears to increase deeper into the mill, with the last two rooms through the window being the swarm rooms.&lt;br /&gt;
&lt;br /&gt;
== Empath Weapon Mastery Overtraining ==&lt;br /&gt;
Because of the significant gap until the next huntable construct, and because of the difficulty of casting Absolution for new empaths, origami creatures are a great candidate for Weapon Mastery overtraining. This involves training as many weapons as possible in the hunting grounds, but leaving as soon as [[Melee Mastery]] and [[Missile Mastery]] are mind locked. Return to origami creatures only when the weapon mastery skills are reasonably drained. &lt;br /&gt;
&lt;br /&gt;
As long weapons skills are below 30, a character will continue to learn weapon mastery skills even if the weapon mastery skills are beyond the skill cap for the creature. However, if all weapon skills are at the creature cap, then no more mastery can be milked from origami creatures. Thus the need to &amp;quot;conserve&amp;quot; learning and leave as soon as weapon mastery skills are mind locked.&lt;br /&gt;
&lt;br /&gt;
An empath can continue to train origami for quite some time for mastery skills through this method, and bypass the lack of viable hunting options. The next target creature after* origami for empaths would be [[zombie kobold]]s in Shard. The zombie kobolds require about 80 ranks to hunt safely, which means your weapon mastery skill will need to be a bit above that to hit them with your low weapon skills coming out of origami. Training earlier on [[faenrae reaver]]s is also possible, but difficult because [[wind hound]]s are not considered undead, and will cause empathic shock. At early ranks, without an avenger, the room quickly becomes unbalanced as the reavers are killed off and the hounds remain.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Empaths can train defenses and empathy (via manipulate) past origami creature cap on the following nearby creatures: [[grass eel]], [[beisswurm]], and [[blood wolf]].&lt;br /&gt;
&lt;br /&gt;
There are several creatures BEFORE zombie kobolds and origami creatures that empaths with Absolution may hunt. See the [[Empath_hunting_ladder]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Colors: Black, Grey, Green, Orange, Pink, Purple, Red, Silver, Striped or White&amp;lt;br /&amp;gt;&lt;br /&gt;
Shapes: Bird, Cow, Dragon, Duck, Goblin, Grasshopper, Hat, Mouse, Sprite, or Yak&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
Coming in many different colors and sizes, these strange creatures are simply folded origami projects that have been animated by an outside source.  They are typically found in old shops, paper mills and occasionally gathering spots where completed projects are discarded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once attributed to be creations of the mad toy merchant [[Hobglup]], this theory has since been discredited by his death.  These are sometimes rumored to be fueled by anger at being abandoned by their maker, although more practical theories say that they are animated by a mage of some sort.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446128</id>
		<title>Origami creature</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=446128"/>
		<updated>2016-06-08T14:27:55Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Empath Weapon Mastery Overtraining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=&#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; Origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;&lt;br /&gt;
|MinCap=20&lt;br /&gt;
|MaxCap=55&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Dirge&lt;br /&gt;
|MapList=*{{rmap|13|Paper Mill (13)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=2&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Once likely someone&#039;s art hobby, this origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; is animated by an unknown, magical force.  It looks surprisingly hostile, and its drawn-on eyes peer forward with what may be a superimposed intelligence.  Although made from paper, the origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; looks like it&#039;s been hardened by the magic, making it much stronger and more durable than if it were simple paper.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Origami creatures are the first shock-free huntable creature for Empaths. New empaths that have future plans for combat should train their skills to about 15 on an introduction critter (e.g. rats or louts) BEFORE joining the Empath guild. Afterwards, they can hunt origami creatures without shock.&lt;br /&gt;
&lt;br /&gt;
Instead of becoming cut and bruised, they become torn and crumpled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defense soft cap around 55 - Weapons slow in the 30 to 40 range&amp;lt;br /&amp;gt;&lt;br /&gt;
Stealth trains to 60+&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pretty much harmless to anything in armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ones outside the swarm area are now easier than the ones in the window.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Note: at the current time, it is not possible for an Empath to use any violent (i.e. damaging) brawling maneuvers on origami creatures. They will receive the following message: &amp;quot;Feeling some trepidation and concern at the thought of injuring another, you think better of your action. You cannot seem to do that right now.&amp;quot; This situation has been BUGged.&lt;br /&gt;
&lt;br /&gt;
== Hunting Area ==&lt;br /&gt;
The paper mill appears to have distinct regions with their own spawn mechanics. The rooms closest to the entrance (Northern Trade Road) have the slowest spawn. Spawn rate appears to increase deeper into the mill, with the last two rooms through the window being the swarm rooms.&lt;br /&gt;
&lt;br /&gt;
== Empath Weapon Mastery Overtraining ==&lt;br /&gt;
Because of the significant gap until the next huntable construct, and because of the difficulty of casting Absolution for new empaths, origami creatures are a great candidate for Weapon Mastery overtraining. This involves training as many weapons as possible in the hunting grounds, but leaving as soon as [[Melee Mastery]] and [[Missile Mastery]] are mind locked. Return to origami creatures only when the weapon mastery skills are reasonably drained. &lt;br /&gt;
&lt;br /&gt;
As long weapons skills are below 30, a character will continue to learn weapon mastery skills even if the weapon mastery skills are beyond the skill cap for the creature. However, if all weapon skills are at the creature cap, then no more mastery can be milked from origami creatures. Thus the need to &amp;quot;conserve&amp;quot; learning and leave as soon as weapon mastery skills are mind locked.&lt;br /&gt;
&lt;br /&gt;
An empath can continue to train origami for quite some time for mastery skills through this method, and bypass the lack of viable hunting options. The next target creature after* origami for empaths would be [[zombie kobold]]s in Shard. The zombie kobolds require about 80 ranks to hunt safely, which means your weapon mastery skill will need to be a bit above that to hit them with your low weapon skills coming out of origami. Training earlier on [[faenrae reaver]]s is also possible, but difficult because [[wind hound]]s are not considered undead, and will cause empathic shock. At early ranks, without an avenger, the room quickly becomes unbalanced as the reavers are killed off and the hounds remain.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Empaths can train defenses and empathy (via manipulate) past origami creature cap on the following nearby creatures: [[grass eel]], [[beisswurm]], and [[blood wolf]].&lt;br /&gt;
&lt;br /&gt;
  *There are several creatures BEFORE zombie kobolds and origami creatures that empaths with Absolution may hunt. See the [[Empath_hunting_ladder]] page for more information.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Colors: Black, Grey, Green, Orange, Pink, Purple, Red, Silver, Striped or White&amp;lt;br /&amp;gt;&lt;br /&gt;
Shapes: Bird, Cow, Dragon, Duck, Goblin, Grasshopper, Hat, Mouse, Sprite, or Yak&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
Coming in many different colors and sizes, these strange creatures are simply folded origami projects that have been animated by an outside source.  They are typically found in old shops, paper mills and occasionally gathering spots where completed projects are discarded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once attributed to be creations of the mad toy merchant [[Hobglup]], this theory has since been discredited by his death.  These are sometimes rumored to be fueled by anger at being abandoned by their maker, although more practical theories say that they are animated by a mage of some sort.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Empath_hunting_ladder&amp;diff=446127</id>
		<title>Empath hunting ladder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Empath_hunting_ladder&amp;diff=446127"/>
		<updated>2016-06-08T14:24:27Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Constructs and Undead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HuntingLadder}}&lt;br /&gt;
&lt;br /&gt;
Below is a list of creatures that [[Empath]]s are capable of hunting without experiencing [[Empathic Shock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A few notes:&lt;br /&gt;
*The skill ranges come from Elanthipedia and may not be right for 3.0, but this should still give you a general idea of how they rank.&lt;br /&gt;
*For the location, I listed only the most convenient, least restricted area. Click the creature link for other locations.&lt;br /&gt;
*Creatures that are only found during invasions or quests have been excluded.&lt;br /&gt;
&lt;br /&gt;
==Shock-Free Offense Training==&lt;br /&gt;
&lt;br /&gt;
*In order to hunt the undead without experiencing shock, you must cast the ritual spell of [[Absolution]].&lt;br /&gt;
:*Absolution requires 80 ranks of [[Utility skill|utility magic]] and [[Arcana skill|arcana]]&amp;lt;ref&amp;gt;[[Post:Rank Requirement to Study Absolution Scroll - 04/02/2015 - 07:34]]&amp;lt;/ref&amp;gt; to cast.&lt;br /&gt;
:*The spell can be learned from the scroll sold at [[Sierack&#039;s Reagents]] in Shard. According to GM Armifer, it takes less significantly less [[Arcana skill|arcana]] skill to learn the spell than to use the spell.&amp;lt;ref&amp;gt;[[Post:Rank Requirement to Study Absolution Scroll - 04/02/2015 - 18:47]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
:*If you do not have a life mana [[Focus_(item)|ritual focus]] and the [[Magical feats|Improvised Rituals feat]], you will need to purchase the consumable Body Purification focus from [[Herilo&#039;s Artifacts]] in Crossing.&lt;br /&gt;
*Incorporeal undead require [[Bless]]ed weapons to hit.&lt;br /&gt;
&lt;br /&gt;
===Constructs and Undead===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Creature!!Min Ranks!!Max Ranks!!Type!!Location!!Skins!!Boxes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Goblin|zombie goblin]]||0||32||undead-corp||[[RanikMap4|P1: near Tiger Clan]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pale Grey Death Squirrel|pale grey death squirrel]]||10||29||undead-corp||[[RanikMap7b|P1: near Arthe Dale]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Fell hog|fell hog]]||10||40||undead-corp||[[RanikMap4|P1: near Crossing]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser Skeleton|lesser skeleton]]||12||28||undead-corp||[[RanikMap13|P1: near Dirge]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Tortured Soul (1)|tortured soul]]||16||45||undead-incorp||[[RanikMap30b|P2: near Riverhaven]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Origami Creature|origami creature]]||20||55||construct||[[RanikMap13|P1: near Dirge]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoul|ghoul]]||26||44||undead-corp||[[RanikMap7b|P1: near Crossing]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Revenant Conscript|revenant conscript]]||40||60||undead-incorp||[[RanikMap8|P1: near Crossing]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Revenant zombie|revenant zombie]]||45||59||undead-corp||[[RanikMap63|P1: near Leth Deriel]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Faenrae reaver|faenrae reaver]]||48||75||undead-corp||[[RanikMap12|P1: Silverwater Lake]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Kobold Headhunter|skeletal kobold headhunter]]||85||110||undead-corp||[[RanikMap64c|P3: near Shard]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Kobold Savage|skeletal kobold savage]]||85||110||undead-corp||[[RanikMap64c|P3: near Shard]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Kobold Headhunter|zombie kobold headhunter]]||85||110||undead-corp||[[RanikMap64c|P3: near Shard]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Kobold Savage|zombie kobold savage]]||85||110||undead-corp||[[RanikMap64c|P3: near Shard]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant Blight Bat|giant blight bat]]||90||150||undead-corp||[[RanikMap129|P5: Pilgrimage Trail]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Drowned one|drowned one]]||90||150||undead-corp||[[RanikMap150|P3: Fang Cove]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Granite Gargoyle|granite gargoyle]]||100||155||construct||[[RanikMap64|P3: Dragon&#039;s Spine]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoul Crow|ghoul crow]]||100||175||undead-corp||[[RanikMap99c|P4: Aesry]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Togball|mutant togball]]||130||165||undead-corp||[[RanikMap121|P5: Boar Clan]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Quartz gargoyle|quartz gargoyle]]||135||200||construct||[[RanikMap150|P3: Fang Cove]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rotting Deadwood Dryad|rotting deadwood dryad]]||150||200||undead-corp||[[RanikMap134|P5: Vela&#039;Tohr Woods]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark spirit|dark spirit]]||150||200||undead-incorp||[[RanikMap4a|P1: Tiger Clan]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Grey Clay Soldier|grey clay soldier]]||150||240||construct||[[RanikMap147|P2: near Siksraja]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Lachmate|lachmate]]||150||250||construct||[[RanikMap106|P4: Hara&#039;jaal]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cadaverous yeehar|cadaverous yeehar]]||150||300||undead-corp||[[RanikMap48|P2: near Haizen Cugis]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickly Blightwater Nyad|sickly blightwater nyad]]||160||245||undead-corp||[[RanikMap134|P5: Vela&#039;Tohr Woods]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Grey Clay Mage|grey clay mage]]||175||250||construct||[[RanikMap147|P2: near Siksraja]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Grey Clay Archer|grey clay archer]]||180||240||construct||[[RanikMap147|P2: near Siksraja]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pale Grey Death Spirit|pale grey death spirit]]||200||250||undead-incorp||[[RanikMap8a|P1: lost Crossing]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rock guardian|rock guardian]]||200||323||construct||[[RanikMap11|P1: NTR]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeletal Sailor|skeletal sailor]]||210||?||undead-corp||[[RanikMap92|P4: Ratha]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Nomad|zombie nomad]]||260||410||undead-corp||[[RanikMap46a|P2: near Muspar&#039;i]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoul Raven|ghoul raven]]||260||?||undead-corp||[[RanikMap99c|P4: Aesry]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Icy blue ghast|icy blue ghast]]||280||?||undead||[[RanikMap140|P5: Temple of the North Wind]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Black marble gargoyle|black marble gargoyle]]||300||375||construct||[[RanikMap138|P5: Asketi&#039;s Mount]]||yes||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wir Dinego|wir dinego]]||300||400||undead-corp||[[RanikMap9b|P1: Sorrow&#039;s Reach]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Gam Chaga|gam chaga]]||300||450||construct||[[RanikMap46|P2: near Muspar&#039;i]]||no||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Vaporous Blood Wraith|vaporous blood wraith]]||320||?||undead-incorp||[[RanikMap64d|P3: Abyss]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Vile Plague Wraith|vile plague wraith]]||450||630||undead-corp||[[RanikMap143|P5: Hrendh Skogar]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Stomper|zombie stomper]]||460||670||undead-corp||[[RanikMap121|P5: Boar Clan]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Mauler|zombie mauler]]||500||625||undead-corp||[[RanikMap121|P5: Boar Clan]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Ashu hhinvi|ashu hhinvi]]||500||700||construct||[[RanikMap46|P2: near Muspar&#039;i]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Enraged Tusky|enraged tusky]]||500||750||undead-corp||[[RanikMap121|P5: Boar Clan]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinister Maelshyvean Hierophant|sinister Maelshyvean hierophant]]||500||750||undead-corp||[[RanikMap31d|P2: Maelshyve&#039;s Fortress]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Misenseor resuscitant]]||550||800||undead-corp||[[RanikMap12a|P1: Misenseor Abbey]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Zombie Head-splitter|zombie head-splitter]]||600||725||undead-corp||[[RanikMap121|P5: Boar Clan]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Lava Drake|lava drake]]||900||1,300||construct||[[RanikMap13|P1: near Dirge]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Fuligin Umbral Moth|fuligin umbral moth]]||1,100||1,750||undead-corp|||P1: near Dirge?||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice archon|ice archon]]||1,200||1,650||construct||[[RanikMap70b|P3: near Shard]]||no||yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bone wyvern|bone wyvern]]||?||?||undead-corp||[[RanikMap70b|P3: near Shard]]||yes||no&lt;br /&gt;
|-&lt;br /&gt;
|[[Tortured Soul (2)|tortured soul]]||flex||flex||undead-incorp||[[RanikMap12a|P1: Misenseor Abbey]]||no||no&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Constructs Only===&lt;br /&gt;
&lt;br /&gt;
{{#ask:[[Page type is::bestiary]][[rare source::false]][[creature is construct::Yes]]&lt;br /&gt;
|?MinSkillCap is=Min Skill&lt;br /&gt;
|?MaxSkillCap is=Cap&lt;br /&gt;
|?relative creature level is=Creature&amp;lt;br /&amp;gt;Level&lt;br /&gt;
|?Creature has boxes=Boxes&lt;br /&gt;
|?Creature is skinnable=Skin&lt;br /&gt;
|?Found on map=Map&lt;br /&gt;
|sort=MinSkillCap is,MaxSkillCap is&lt;br /&gt;
|order=asc,asc&lt;br /&gt;
|limit=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manipulatable Creatures==&lt;br /&gt;
&lt;br /&gt;
Most living creatures can be [[Manipulate ability|manipulated]] for [[Empathy skill|Empathy]] experience, provided the creature poses a sufficient challenge.&lt;br /&gt;
&lt;br /&gt;
{{#ask:[[Page type is::bestiary]][[rare source::false]][[is manipulatable::Yes]]&lt;br /&gt;
|?MinSkillCap is=Min Skill&lt;br /&gt;
|?MaxSkillCap is=Cap&lt;br /&gt;
|?relative creature level is=Creature&amp;lt;br /&amp;gt;Level&lt;br /&gt;
|?Creature has boxes=Boxes&lt;br /&gt;
|?Creature is skinnable=Skin&lt;br /&gt;
|?Creature is corporeal=Corporeal&lt;br /&gt;
|?Found on map=Map&lt;br /&gt;
|sort=MinSkillCap is,MaxSkillCap is&lt;br /&gt;
|order=asc,asc&lt;br /&gt;
|limit=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Empath_new_player_guide#Combat_Empath|Combat Empaths]]&lt;br /&gt;
&lt;br /&gt;
===Play.net posts===&lt;br /&gt;
{{PostLink}}&lt;br /&gt;
&lt;br /&gt;
{{Cat|Empaths,Player Guides,Guild Player Guides,Hunting ladders}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Creature_Death_Messaging&amp;diff=445961</id>
		<title>Creature Death Messaging</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Creature_Death_Messaging&amp;diff=445961"/>
		<updated>2016-06-06T19:06:33Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Origami Creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
===Abominable Umbral Race===&lt;br /&gt;
===Adan&#039;f Blood Warrior===&lt;br /&gt;
===Adan&#039;f Shadow Mage===&lt;br /&gt;
===Adan&#039;f Spirit Dancer===&lt;br /&gt;
===Adult Desert Armadillo===&lt;br /&gt;
:An adult desert armadillo falls over and, after a couple of spasms, is still.&lt;br /&gt;
&lt;br /&gt;
===Albino Cave Fish===&lt;br /&gt;
===Alley Thug===&lt;br /&gt;
:A &amp;lt;race&amp;gt; &amp;lt;alley or street&amp;gt; thug screams and slumps over dead.&lt;br /&gt;
:The &amp;lt;alley or street&amp;gt; thug screams one last time and lies still.&lt;br /&gt;
&lt;br /&gt;
===Amalgamated Fleshreaper===&lt;br /&gt;
===Angiswaerd Hatchling===&lt;br /&gt;
:The angiswaerd hatchling falls to the ground and lies still.&lt;br /&gt;
:The angiswaerd hatchling screams one last time and lies still.&lt;br /&gt;
&lt;br /&gt;
===Antelope===&lt;br /&gt;
===Arbelog===&lt;br /&gt;
===Arisen Rakash Ranger===&lt;br /&gt;
:An arisen Rakash ranger slumps over, uttering a final gasping moan.&lt;br /&gt;
&lt;br /&gt;
===Armored Shalswar===&lt;br /&gt;
:An armored shalswar screeches a plaintive death cry as it collapses to the ground, hurling the Dragon Priest from its back and snapping the rider&#039;s neck as its head slams against the ground.&lt;br /&gt;
:An armored shalswar screeches a plaintive death cry as it collapses to the ground.&lt;br /&gt;
:An armored shalswar thrashes about wildly, its movements growing slowly still as it passes into the beyond.&lt;br /&gt;
&lt;br /&gt;
===Armored Warklin===&lt;br /&gt;
:An armored warklin crumbles to the ground.&lt;br /&gt;
&lt;br /&gt;
===Asaren Celpeze===&lt;br /&gt;
:The asaren celpeze thrashes about for a moment, then lies still.&lt;br /&gt;
:The asaren celpeze slumps and goes limp.  Its tail twitches once or twice, and the light fades from its baleful eyes.&lt;br /&gt;
:The asaren celpeze&#039;s flared crest wobbles, then collapses as the celpeze falls over and lies still.&lt;br /&gt;
:The asaren celpeze&#039;s chest heaves slowly and it emits a rasping hiss before finally lying still.&lt;br /&gt;
&lt;br /&gt;
===Ashu Hhinvi===&lt;br /&gt;
:An ashu hhinvi sighs heavily, emitting an exhalation laden with sand before abandoning its bodily form.&lt;br /&gt;
&lt;br /&gt;
===Asketian Harbinger===&lt;br /&gt;
===Asketian Herald===&lt;br /&gt;
===Baby Forest Gryphon===&lt;br /&gt;
:A baby forest gryphon collapses into a lifeless mound of fur and feathers.&lt;br /&gt;
&lt;br /&gt;
===Bawdy Swain===&lt;br /&gt;
===Beisswurm===&lt;br /&gt;
:The beisswurm falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Bison===&lt;br /&gt;
===Black Ape===&lt;br /&gt;
:A black ape lets out a final grunt and collapses to the ground.&lt;br /&gt;
:A black ape grunts and goes still.&lt;br /&gt;
&lt;br /&gt;
===Black Bear===&lt;br /&gt;
===Black Goblin===&lt;br /&gt;
:A black goblin scowls at you hatefully before closing its eyes forever.&lt;br /&gt;
&lt;br /&gt;
===Black Marble Gargoyle===&lt;br /&gt;
===Blacktip Shark===&lt;br /&gt;
===Blood Dryad===&lt;br /&gt;
:The blood dryad releases a sad sigh and sinks to the ground, dead.&lt;br /&gt;
&lt;br /&gt;
===Blood Nyad===&lt;br /&gt;
:The blood nyad collapses into an unmoving puddle on the ground.&lt;br /&gt;
&lt;br /&gt;
===Blood Wolf===&lt;br /&gt;
:A blood wolf whines briefly before closing its eyes forever.&lt;br /&gt;
&lt;br /&gt;
===Blood-thirsty Lascar===&lt;br /&gt;
===Blue-belly Crocodile===&lt;br /&gt;
:A blue-belly crocodile sinks into the water and turns belly up, clawing in vain at the air until it ceases all movement.&lt;br /&gt;
&lt;br /&gt;
===Blue-green Pivuh===&lt;br /&gt;
===Blueclaw Sand Crab===&lt;br /&gt;
===Bobcat===&lt;br /&gt;
:The bobcat falls to the ground and lies still.&lt;br /&gt;
:The bobcat screams one last time and lies still.&lt;br /&gt;
&lt;br /&gt;
===Boggle===&lt;br /&gt;
===Bone Amalgam===&lt;br /&gt;
===Bone Wolf===&lt;br /&gt;
:A bone wolf displays a defiant snarl before dying.&lt;br /&gt;
&lt;br /&gt;
===Bone mammoth===&lt;br /&gt;
===Bony Fylgja===&lt;br /&gt;
===Boobrie===&lt;br /&gt;
===Botuk Hei===&lt;br /&gt;
===Bristle-backed Peccary===&lt;br /&gt;
:A bristle-backed peccary flops in a porky heap, squealing one last time before passing into oblivion.&lt;br /&gt;
:A bristle-backed peccary kicks and spasms as the last vestiges of life flee this mortal coil.&lt;br /&gt;
&lt;br /&gt;
===Brittle Skeletal Peon===&lt;br /&gt;
===Brown Bear===&lt;br /&gt;
===Brown Burrower===&lt;br /&gt;
:The brown burrower falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Bull Shark===&lt;br /&gt;
===Cadaverous Fiend===&lt;br /&gt;
===Cadaverous Yeehar===&lt;br /&gt;
===Caracal===&lt;br /&gt;
:A caracal tips over, limbs extended stiffly, and expires.&lt;br /&gt;
:A caracal trembles violently before finally expiring.&lt;br /&gt;
&lt;br /&gt;
===Cave Bear===&lt;br /&gt;
===Cave Troll===&lt;br /&gt;
===Cloud Rat===&lt;br /&gt;
===Clouded Arzumos===&lt;br /&gt;
===Corpse Grub===&lt;br /&gt;
:The grub is cleanly sliced in two.&lt;br /&gt;
&lt;br /&gt;
===Corsair===&lt;br /&gt;
===Cougar===&lt;br /&gt;
:The cougar screams one last time and lies still.&lt;br /&gt;
:The cougar falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Cracked Bone Warrior===&lt;br /&gt;
:A cracked bone warrior quickly disassembles into a pile of lifeless bones.&lt;br /&gt;
&lt;br /&gt;
===Crag===&lt;br /&gt;
===Crazed Madman===&lt;br /&gt;
:The crazed madman falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Croff Pothanit===&lt;br /&gt;
:The croff pothanit falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Cross-eyed Libger===&lt;br /&gt;
===Crypt Fiend===&lt;br /&gt;
===Cutthroat===&lt;br /&gt;
:The cutthroat gasps out, &amp;quot;You better...watch...your...back....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cyan Mist===&lt;br /&gt;
===Damaska Boar===&lt;br /&gt;
:A damaska boar eyes roll back in its head as it dies.&lt;br /&gt;
:A damaska boar eyes roll back in its head as it dies, tossing a goblin from the saddle on its back before it lands on the ground with a dull thud.&lt;br /&gt;
:A damaska boar eyes roll back in its head as it dies, tossing the goblin off its back.&lt;br /&gt;
&lt;br /&gt;
===Dark Fiend===&lt;br /&gt;
:The dark fiend shudders as the shadow armor leaves its form and it goes still.&lt;br /&gt;
&lt;br /&gt;
===Dark Spirit===&lt;br /&gt;
===Dark Sprite===&lt;br /&gt;
===Deckhand===&lt;br /&gt;
===Deer===&lt;br /&gt;
:The majestic deer collapses to the ground, its mouth panting in a last few desperate gulps of air before that too fails and it goes completely limp.&lt;br /&gt;
&lt;br /&gt;
===Demon===&lt;br /&gt;
===Dire Bear===&lt;br /&gt;
:A dire bear growls one last time and collapses.&lt;br /&gt;
&lt;br /&gt;
===Dobek Moruryn===&lt;br /&gt;
:The dobek moruryn slumps into a heap.&lt;br /&gt;
&lt;br /&gt;
===Dragon Priest Assassin===&lt;br /&gt;
===Dragon Priest Crone===&lt;br /&gt;
===Dragon Priest Fanatic===&lt;br /&gt;
===Dragon Priest Imperial Warden===&lt;br /&gt;
===Dragon Priest Intercessor===&lt;br /&gt;
===Dragon Priest Juggernaut===&lt;br /&gt;
===Dragon Priest Purifier===&lt;br /&gt;
===Dragon Priest Sentinel===&lt;br /&gt;
:Suddenly the corpse of a Dragon Priest sentinel explodes into a cloud of acidic green smoke, slowly dissipating to reveal a burlap dummy resting in its place.&lt;br /&gt;
&lt;br /&gt;
===Dragon Priest Zealot===&lt;br /&gt;
:A Dragon Priest zealot gasps to draw breath as it manages to mutter, &amp;quot;The infection... will... be.... purged!&amp;quot; before falling still with a soft hiss.&lt;br /&gt;
&lt;br /&gt;
===Dung Beetle===&lt;br /&gt;
===Dusk Ogre===&lt;br /&gt;
:A dusk ogre&#039;s skin turns coal black.  It tumbles to the ground and begins breaking apart.&lt;br /&gt;
:A dusk ogre&#039;s fiery eyes close, its hatred stilled.  It slumps to the ground.&lt;br /&gt;
:A dusk ogre utters one last howl of outrage before tumbling to the ground, dead.&lt;br /&gt;
&lt;br /&gt;
===Dusky Scythewing Moth===&lt;br /&gt;
===Dwarf-Like Creature===&lt;br /&gt;
===Eidolon Steed===&lt;br /&gt;
===Elba Darvager===&lt;br /&gt;
===Elder Desert Armadillo===&lt;br /&gt;
:An elder desert armadillo falls over and, after a couple of spasms, is still.&lt;br /&gt;
&lt;br /&gt;
===Elder Red Brocket Deer===&lt;br /&gt;
===Elpalzi Captain===&lt;br /&gt;
===Elpalzi Commander===&lt;br /&gt;
===Elpalzi Elder General===&lt;br /&gt;
===Elpalzi Mage===&lt;br /&gt;
===Elpalzi Major===&lt;br /&gt;
===Elpalzi Officer===&lt;br /&gt;
===Elpalzi Scout===&lt;br /&gt;
===Elpalzi Soldier===&lt;br /&gt;
===Elpalzi Swordsman===&lt;br /&gt;
===Elpalzi Veteran===&lt;br /&gt;
===Emaciated Figure===&lt;br /&gt;
===Emaciated Umbramagus===&lt;br /&gt;
:An emaciated umbramagus falls back into the vortex surrounding its legs and vanishes completely.&lt;br /&gt;
&lt;br /&gt;
===Enraged Tusky===&lt;br /&gt;
===Ersatz===&lt;br /&gt;
===Fae===&lt;br /&gt;
===Faenrae Assassin===&lt;br /&gt;
===Faenrae Chanter===&lt;br /&gt;
===Faenrae Executioner===&lt;br /&gt;
===Faenrae Reaver===&lt;br /&gt;
:The faenrae reaver lets loose an ear-shattering scream and lies still.&lt;br /&gt;
&lt;br /&gt;
===Faenrae Stalker===&lt;br /&gt;
===Farshel Sibowen===&lt;br /&gt;
===Fell Hog===&lt;br /&gt;
===Fell Mage===&lt;br /&gt;
===Fendryad===&lt;br /&gt;
===Feral Bone Mastiff===&lt;br /&gt;
===Field Goblin===&lt;br /&gt;
===Fiendish Creature===&lt;br /&gt;
===Fire Maiden===&lt;br /&gt;
:The fire maiden screams and collapses, her dance stilled at last.&lt;br /&gt;
&lt;br /&gt;
===Fire Sprite===&lt;br /&gt;
:A fire sprite screams and collapses, her dance stilled at last.&lt;br /&gt;
&lt;br /&gt;
===Fledgling Forest Gryphon===&lt;br /&gt;
:A fledgling forest gryphon collapses into a lifeless mound of fur and feathers.&lt;br /&gt;
&lt;br /&gt;
===Folsi Immola===&lt;br /&gt;
===Footpad===&lt;br /&gt;
:The footpad screams and falls over, breathing her last.&lt;br /&gt;
&lt;br /&gt;
===Forager Goblin===&lt;br /&gt;
===Forest Bandit===&lt;br /&gt;
===Forest Geni===&lt;br /&gt;
:The forest geni cries out to the forest for protection.  Getting no response, it collapses to the ground.&lt;br /&gt;
:The forest geni sighs and releases its corporeal form.&lt;br /&gt;
:The forest geni&#039;s body explodes into a gaseous cloud.&lt;br /&gt;
&lt;br /&gt;
===Fractured Revivified Mutt===&lt;br /&gt;
===Frail Darkened Silhouette===&lt;br /&gt;
===Frost Angiswaerd===&lt;br /&gt;
===Frostweaver===&lt;br /&gt;
===Frostweyr Bear===&lt;br /&gt;
===Gam Chaga===&lt;br /&gt;
===Gargantuan Bone Golem===&lt;br /&gt;
===Gargantuan Korograth===&lt;br /&gt;
===Gelv Cyclops===&lt;br /&gt;
===Gentle Marmozel===&lt;br /&gt;
===Gestalt Draugen===&lt;br /&gt;
===Ghastly Behemoth===&lt;br /&gt;
===Ghastly Race===&lt;br /&gt;
===Ghoul===&lt;br /&gt;
:A ghoul collapses to the ground, letting out a final groan before ceasing all movement.&lt;br /&gt;
:A ghoul looks at you, its evil eyes glowing intensely for a moment before they fade and it falls face forward to the ground and grows still.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Crow===&lt;br /&gt;
===Ghoul Raven===&lt;br /&gt;
===Giant Adder===&lt;br /&gt;
===Giant Black Leucro===&lt;br /&gt;
:A giant black leucro suddenly yelps like a puppy and stops all movement.&lt;br /&gt;
:A giant black leucro collapses to the ground.&lt;br /&gt;
&lt;br /&gt;
===Giant Blade Spider===&lt;br /&gt;
===Giant Blight Bat===&lt;br /&gt;
===Giant Blight Ogre===&lt;br /&gt;
===Giant Snow Hawk===&lt;br /&gt;
===Giant Thicket Viper===&lt;br /&gt;
:A giant thicket viper grows limp and seems to deflate slightly.&lt;br /&gt;
:A giant thicket viper slaps around a few times and then grows still.&lt;br /&gt;
:A giant thicket viper rises up threateningly one last time before collapsing.&lt;br /&gt;
&lt;br /&gt;
===Giant Wasp===&lt;br /&gt;
===Giant Wolf Spider===&lt;br /&gt;
===Glass Construct===&lt;br /&gt;
===Glistening Scythewing Larva===&lt;br /&gt;
===Gloomy Race===&lt;br /&gt;
===Glutinous Lipopod===&lt;br /&gt;
===Goblin Archer===&lt;br /&gt;
===Goblin Berserker===&lt;br /&gt;
===Goblin Bowman===&lt;br /&gt;
===Goblin Chieftain===&lt;br /&gt;
===Goblin Mercenary===&lt;br /&gt;
===Goblin Prince===&lt;br /&gt;
===Goblin Shaman===&lt;br /&gt;
===Goblin Warlord===&lt;br /&gt;
===Goblin Warrior===&lt;br /&gt;
===Gold-taloned Elder Forest Gryphon===&lt;br /&gt;
===Golden Pard===&lt;br /&gt;
===Golden Scaled Atik&#039;et===&lt;br /&gt;
===Gorbesh Archer===&lt;br /&gt;
===Gorbesh Captain===&lt;br /&gt;
===Gorbesh Commander===&lt;br /&gt;
===Gorbesh Enchanter===&lt;br /&gt;
===Gorbesh Line Soldier===&lt;br /&gt;
===Gorbesh Mage===&lt;br /&gt;
===Granite Gargoyle===&lt;br /&gt;
:A granite gargoyle grumbles and falls over with a *THUD*.&lt;br /&gt;
&lt;br /&gt;
===Grass Eel===&lt;br /&gt;
:A grass eel shudders then goes limp.&lt;br /&gt;
:A grass eel coils and uncoils rapidly before expiring.&lt;br /&gt;
:A grass eel thrashes about wildly for a few seconds, then lies still.&lt;br /&gt;
&lt;br /&gt;
===Grave Worm===&lt;br /&gt;
===Graverobber===&lt;br /&gt;
===Greater Ghoul Raven===&lt;br /&gt;
===Greater Shadow Hound===&lt;br /&gt;
===Greater Skeleton===&lt;br /&gt;
===Greater Sluagh===&lt;br /&gt;
===Grendel===&lt;br /&gt;
:A small grendel grunts and collapses.&lt;br /&gt;
&lt;br /&gt;
===Grey Clay Archer===&lt;br /&gt;
===Grey Clay Mage===&lt;br /&gt;
===Grey Clay Soldier===&lt;br /&gt;
===Grey and Tan Mottled Westanuryn===&lt;br /&gt;
===Grizzled Red Leucro===&lt;br /&gt;
===Gypsy Marauder===&lt;br /&gt;
===Heggarangi Boar===&lt;br /&gt;
:The heggarangi boar falls to the ground and lies still.&lt;br /&gt;
:The heggarangi boar screams one last time and lies still.&lt;br /&gt;
&lt;br /&gt;
===Heggarangi Frog===&lt;br /&gt;
===Hiro Bear===&lt;br /&gt;
===Horse===&lt;br /&gt;
===Hulking Black Barghest===&lt;br /&gt;
===Icy Blue Ghast===&lt;br /&gt;
===Immature Firecat===&lt;br /&gt;
:The immature firecat falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Inkhorne===&lt;br /&gt;
:The majestic Inkhorne collapses to the ground, its mouth panting in a last few desperate gulps of air before that too fails and it goes completely limp.&lt;br /&gt;
&lt;br /&gt;
===Inky Race===&lt;br /&gt;
===Isundjen Conjurer===&lt;br /&gt;
===Jackal===&lt;br /&gt;
===Jaguar===&lt;br /&gt;
===Jeol Moradu===&lt;br /&gt;
===Juvenile Desert Armadillo===&lt;br /&gt;
:A juvenile desert armadillo falls over and, after a couple of spasms, is still.&lt;br /&gt;
&lt;br /&gt;
===Kelpie===&lt;br /&gt;
===Kirm Lybas===&lt;br /&gt;
===Kobold===&lt;br /&gt;
===Kra&#039;hei===&lt;br /&gt;
===Kra&#039;hei Hatchling===&lt;br /&gt;
:A kra&#039;hei hatchling&#039;s tail thrashes as it venomously hisses out its last breath.&lt;br /&gt;
:A kra&#039;hei hatchling whimpers, reaching toward you as it gasps out its last breath.&lt;br /&gt;
:A kra&#039;hei hatchling lets out a heart-wrenching whimper with its last breath.&lt;br /&gt;
&lt;br /&gt;
===Lanky Grey Lach===&lt;br /&gt;
===Large Brown Spider===&lt;br /&gt;
===Large Lachmate===&lt;br /&gt;
===Large Musk Hog===&lt;br /&gt;
===Leathery Grey Ghoul===&lt;br /&gt;
:A leathery grey ghoul collapses to the ground, letting out a final groan before ceasing all movement.&lt;br /&gt;
&lt;br /&gt;
===Lesser Dusky-Scaled Basilisk===&lt;br /&gt;
===Lesser North Wind Banshee===&lt;br /&gt;
===Lesser Shadow Hound===&lt;br /&gt;
===Lesser Skeleton===&lt;br /&gt;
===Lesser Sluagh===&lt;br /&gt;
===Lithe Blight Ogre===&lt;br /&gt;
===Long-fanged Warcat===&lt;br /&gt;
:A long-fanged warcat emits a plaintive whimper, and breathes its last.&lt;br /&gt;
&lt;br /&gt;
===Lun&#039;Shele Hunter===&lt;br /&gt;
===Lun&#039;Shele Trekhalo===&lt;br /&gt;
===Maeldryth===&lt;br /&gt;
===Maelshyvean Cinder Beast===&lt;br /&gt;
===Maelshyvean Shadow Beast===&lt;br /&gt;
===Malodorous Bucca===&lt;br /&gt;
===Mange-Covered Rotting Prydaen===&lt;br /&gt;
===Mange-Covered Rotting Rakash===&lt;br /&gt;
===Marbled Angiswaerd===&lt;br /&gt;
:A marbled angiswaerd rolls over on its side, jaws open and eyes twitching&lt;br /&gt;
&lt;br /&gt;
===Mariner===&lt;br /&gt;
===Meadow Ram===&lt;br /&gt;
===Mercenary===&lt;br /&gt;
===Merrows===&lt;br /&gt;
===Meshor Fox===&lt;br /&gt;
===Misenseor Resuscitant===&lt;br /&gt;
===Miserly Moneygrubber===&lt;br /&gt;
===Misshapen Germish&#039;din===&lt;br /&gt;
:A misshapen germish&#039;din lets out a grating bellow as its fists unclench, then collapses into a massive heap of peeling flesh.&lt;br /&gt;
:Gasping for air, a misshapen germish&#039;din sprawls into a massive heap before its fists unclench and it lies still.&lt;br /&gt;
&lt;br /&gt;
===Moaning Figure===&lt;br /&gt;
===Morah Vine/Creeper===&lt;br /&gt;
:The vine is cleanly sliced in two.&lt;br /&gt;
:The creeper is cleanly sliced in two.&lt;br /&gt;
&lt;br /&gt;
===Moss Mey===&lt;br /&gt;
:The mey desperately claws at the air, but falls to the ground without a sound.&lt;br /&gt;
&lt;br /&gt;
===Mottled Westanuryn===&lt;br /&gt;
:A mottled westanuryn throws both claws skywards as it collapses onto itself.&lt;br /&gt;
:A mottled westanuryn&#039;s tail curls violently in upon itself just before the beast&#039;s death spasms cease.&lt;br /&gt;
&lt;br /&gt;
===Mountain Giant===&lt;br /&gt;
===Multi-armed Devourer===&lt;br /&gt;
===Mummer===&lt;br /&gt;
===Muscular Firecat===&lt;br /&gt;
===Muscular Ghoulish Slayer===&lt;br /&gt;
:A muscular ghoulish slayer collapses to the ground, letting out a final groan before ceasing all movement.&lt;br /&gt;
&lt;br /&gt;
===Musk Hog===&lt;br /&gt;
:The musk hog falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Mutant Togball===&lt;br /&gt;
===Mutilated Transmogrified Oaf===&lt;br /&gt;
===Netman===&lt;br /&gt;
===Nightreaver Unyn===&lt;br /&gt;
===Nightstalker Unyn===&lt;br /&gt;
===Nightweaver Unyn===&lt;br /&gt;
:A nightweaver unyn topples to the ground, long legs pattering convulsively on the ground before going still.&lt;br /&gt;
&lt;br /&gt;
===Nimble Cadaverous Assassin===&lt;br /&gt;
:A nimble cadaverous assassin crumples to the ground with a painful yip!  With a pitiful sigh it expires.&lt;br /&gt;
&lt;br /&gt;
===Nimbus===&lt;br /&gt;
===Nipoh Oshu===&lt;br /&gt;
===Noxious Flea-ridden Beast===&lt;br /&gt;
===Ochre La&#039;heke===&lt;br /&gt;
===Ogre Bruiser===&lt;br /&gt;
===Ogre Deadeye===&lt;br /&gt;
===Ogre Hunter===&lt;br /&gt;
===Ogre Smasher===&lt;br /&gt;
===Ogre Toxophilite===&lt;br /&gt;
===Ogre Warlord===&lt;br /&gt;
===Olensari Mihmanan===&lt;br /&gt;
===One-eyed Buccaneer===&lt;br /&gt;
===Orc Bandit===&lt;br /&gt;
:The orc bandit looks down with a faintly surprised expression before collapsing upon the ground.&lt;br /&gt;
&lt;br /&gt;
===Orc Clan-Chief===&lt;br /&gt;
===Orc Marauder===&lt;br /&gt;
===Orc Raider===&lt;br /&gt;
===Orc Reiver===&lt;br /&gt;
:The orc reiver looks down with a faintly surprised expression before collapsing upon the ground.&lt;br /&gt;
&lt;br /&gt;
===Orc Savage===&lt;br /&gt;
===Orc Scout===&lt;br /&gt;
===Orc Slasher===&lt;br /&gt;
===Origami Creature===&lt;br /&gt;
The origami &amp;lt;creature&amp;gt; stops moving, the magic that powered it unable to keep up with the assault.  It flutters to the ground, now nothing more than a crumpled piece of origami paper.&lt;br /&gt;
&lt;br /&gt;
===Pale Grey Death Spirit===&lt;br /&gt;
===Pale Grey Death Squirrel===&lt;br /&gt;
===Par&#039;i Heitak===&lt;br /&gt;
===Peccary===&lt;br /&gt;
:A peccary kicks and spasms as the last vestiges of life flee this mortal coil.&lt;br /&gt;
:A peccary flops in a porky heap, squealing one last time before passing into oblivion.&lt;br /&gt;
&lt;br /&gt;
===Peg-legged crossbowman===&lt;br /&gt;
===Piranha===&lt;br /&gt;
===Pirate===&lt;br /&gt;
===Piruati Serpent===&lt;br /&gt;
:A piruati serpent collapses and exhales with a hiss as it grows still.&lt;br /&gt;
&lt;br /&gt;
===Plated Serpent===&lt;br /&gt;
===Poho Moglin===&lt;br /&gt;
===Poloh&#039;izh===&lt;br /&gt;
===Preserved Zombified Prydaen===&lt;br /&gt;
:A preserved zombified Prydaen slumps over, uttering a final gasping moan.&lt;br /&gt;
&lt;br /&gt;
===Preserved Zombified Rakash===&lt;br /&gt;
:A preserved zombified Rakash slumps over, uttering a final gasping moan.&lt;br /&gt;
&lt;br /&gt;
===Profane Destroyer===&lt;br /&gt;
===Pugnacious Pinchfist===&lt;br /&gt;
===Putrefying Shambler===&lt;br /&gt;
:A putrefying shambler collapses to the ground, letting out a final groan before ceasing all movement.&lt;br /&gt;
&lt;br /&gt;
===Race Shadow===&lt;br /&gt;
===Rat===&lt;br /&gt;
===Razortusk Sow===&lt;br /&gt;
===Red Brocket Deer===&lt;br /&gt;
===Red-Gold Scaled Atik&#039;et===&lt;br /&gt;
:A red-gold scaled atik&#039;et&#039;s crest gives a final flicker, then extinguishes with a faint hiss as she slumps to the ground.&lt;br /&gt;
:A red-gold scaled atik&#039;et&#039;s crest gives a final flicker, then extinguishes with a faint hiss.&lt;br /&gt;
&lt;br /&gt;
===Red-bristled Gremlin===&lt;br /&gt;
===Retan Dolomar===&lt;br /&gt;
===Retch Fiend===&lt;br /&gt;
===Revenant Conscript===&lt;br /&gt;
===Revenant Zombie===&lt;br /&gt;
:A revenant zombie slumps over, uttering a final gasping moan.&lt;br /&gt;
&lt;br /&gt;
===Rhoat Moda===&lt;br /&gt;
===Rigger===&lt;br /&gt;
===Ring-necked Gidii===&lt;br /&gt;
===River Boa===&lt;br /&gt;
:A river boa thrashes around a moment and then grows still.&lt;br /&gt;
:A river boa goes limp as its eyes grow glassy.&lt;br /&gt;
&lt;br /&gt;
===River Caiman===&lt;br /&gt;
:A spectacled river caiman collapses and goes stiff, kicking its legs up into the air.&lt;br /&gt;
&lt;br /&gt;
===River Sprite===&lt;br /&gt;
===Robed Dragon Priest(ess)===&lt;br /&gt;
===Rock Guardian===&lt;br /&gt;
===Rock Troll===&lt;br /&gt;
:A rock troll collapses with a heavy thud.&lt;br /&gt;
&lt;br /&gt;
===Rotting Deadwood Dryad===&lt;br /&gt;
:The deadwood dryad slumps to the ground amidst the many snaps and pops of shattering branches.  The sickly green glow within her eyes flickers a bit before extinguishing forever.&lt;br /&gt;
&lt;br /&gt;
===Rough-Hewn Doll===&lt;br /&gt;
===Ruby-crested Adult Forest Gryphon===&lt;br /&gt;
===Ruffian===&lt;br /&gt;
:The ruffian exclaims, &amp;quot;Help!  I am slain!&amp;quot; as he falls down.&lt;br /&gt;
&lt;br /&gt;
===S&#039;Kra Kor Shaman===&lt;br /&gt;
===S&#039;Kra Kor Villager===&lt;br /&gt;
===S&#039;Kra Kor Warrior===&lt;br /&gt;
===S&#039;lai Archer===&lt;br /&gt;
===S&#039;lai Crossbowman===&lt;br /&gt;
===S&#039;lai Footsoldier===&lt;br /&gt;
===S&#039;lai Scout===&lt;br /&gt;
===S&#039;lai Screamer===&lt;br /&gt;
===S&#039;lai Warrior===&lt;br /&gt;
===S&#039;sugi Malchata===&lt;br /&gt;
:A s&#039;sugi malchata crumbles to the ground.&lt;br /&gt;
&lt;br /&gt;
===Sabre-toothed Warcat===&lt;br /&gt;
:A sabre-toothed warcat emits a plaintive whimper, and breathes its last.&lt;br /&gt;
&lt;br /&gt;
===Sailfin Lizard===&lt;br /&gt;
===Sailor===&lt;br /&gt;
===Salt Crab===&lt;br /&gt;
===Sand Spider===&lt;br /&gt;
===Sand Sprite===&lt;br /&gt;
:A sand sprite moans in despair before finally taking her last breath.&lt;br /&gt;
:A sand sprite slowly falls to the ground, moaning in despair, shuddering in pain before taking her last breath.&lt;br /&gt;
&lt;br /&gt;
===Scaly Seordmaor===&lt;br /&gt;
===Scarlet Crayfish===&lt;br /&gt;
===Scavenger Goblin===&lt;br /&gt;
===Scavenger Troll===&lt;br /&gt;
===Scout Ogre===&lt;br /&gt;
===Selkie===&lt;br /&gt;
===Seordhevor Kartais===&lt;br /&gt;
:A seordhevor kartais lets out a shriek and goes still.&lt;br /&gt;
:A seordhevor kartais flaps its wings to no avail as it falls to the ground and goes still.&lt;br /&gt;
&lt;br /&gt;
===Shadefield Eviscerator===&lt;br /&gt;
:A shadefield eviscerator collapses into a pile of shadow, violently twitching its bone blades before growing still.&lt;br /&gt;
&lt;br /&gt;
===Shaderald===&lt;br /&gt;
===Shadow Master===&lt;br /&gt;
:Gazing skyward, a gaunt shadow master falls silently to the ground, flattening out and losing substance from its shadowy body.&lt;br /&gt;
&lt;br /&gt;
===Shadoweaver===&lt;br /&gt;
===Shadowy Black Death Spirit===&lt;br /&gt;
===Shadowy Race===&lt;br /&gt;
===Shaggy Black Barghest===&lt;br /&gt;
===Shambling Horror===&lt;br /&gt;
===Shifty-eyed Skinflint===&lt;br /&gt;
===Sickly Blightwater Nyad===&lt;br /&gt;
:The eerie glow in her eyes flares before flickering out as the blightwater nyad collapses on the ground.&lt;br /&gt;
&lt;br /&gt;
===Silver Leucro===&lt;br /&gt;
:The silver leucro falls to the ground and lies still.&lt;br /&gt;
:A silver leucro collapses to the ground, clawing at the ground frantically until it ceases all movement.&lt;br /&gt;
:A silver leucro suddenly stops all movement.&lt;br /&gt;
&lt;br /&gt;
===Silver-tipped Mature Forest Gryphon===&lt;br /&gt;
===Silverfish===&lt;br /&gt;
:A silverfish lurches forward and collapses.&lt;br /&gt;
:A silverfish freezes a moment and falls into a heap.&lt;br /&gt;
&lt;br /&gt;
===Sinister Maelshyvean Hierophant===&lt;br /&gt;
===Sinuous Elsralael===&lt;br /&gt;
===Sinuous Ice Adder===&lt;br /&gt;
===Skeletal Kobold Headhunter===&lt;br /&gt;
===Skeletal Kobold Savage===&lt;br /&gt;
===Skeletal Mass===&lt;br /&gt;
===Skeletal Sailor===&lt;br /&gt;
===Skunk===&lt;br /&gt;
===Sky Giant===&lt;br /&gt;
===Sleazy Lout===&lt;br /&gt;
===Sleek Hele&#039;la===&lt;br /&gt;
===Slender Ribbon Adder===&lt;br /&gt;
===Small Peccary===&lt;br /&gt;
:A small peccary flops in a porky heap, squealing one last time before passing into oblivion.&lt;br /&gt;
&lt;br /&gt;
===Snaer Hafwa===&lt;br /&gt;
===Snow Goblin===&lt;br /&gt;
===Snowbeast===&lt;br /&gt;
:A snowbeast lets loose a blood-curdling howl and falls into a heap.&lt;br /&gt;
:A snowbeast lets loose a blood-curdling howl and goes still.&lt;br /&gt;
&lt;br /&gt;
===Spectral Pirate===&lt;br /&gt;
===Spider Crab===&lt;br /&gt;
===Spiny Bloodfish===&lt;br /&gt;
===Spiny Dyrachis===&lt;br /&gt;
===Spriggan===&lt;br /&gt;
===Stark White Skeletal Archer===&lt;br /&gt;
:A stark white skeletal archer quickly disassembles into a pile of lifeless bones.&lt;br /&gt;
&lt;br /&gt;
===Stone-throwing Imp===&lt;br /&gt;
===Storm Bull===&lt;br /&gt;
===Striped Badger===&lt;br /&gt;
:The striped badger falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Stumpy Blight Ogre===&lt;br /&gt;
===Sun Vulture===&lt;br /&gt;
===Sun-darkened Bosun===&lt;br /&gt;
===Supple Firecat===&lt;br /&gt;
===Suw Bizar===&lt;br /&gt;
===Swamp Troll===&lt;br /&gt;
:A swamp troll falls dead to the ground with a squishy thud.&lt;br /&gt;
&lt;br /&gt;
===Tanri Immola===&lt;br /&gt;
===Telga Moradu===&lt;br /&gt;
===Tenebraeling===&lt;br /&gt;
===Thug===&lt;br /&gt;
:The thug snarls, &amp;quot;I&#039;ll be back!&amp;quot; before expiring.&lt;br /&gt;
&lt;br /&gt;
===Thunder Ram===&lt;br /&gt;
:A thunder ram twists, contorts, and shakes while sputtering out its final breath.&lt;br /&gt;
&lt;br /&gt;
===Tiger Shark===&lt;br /&gt;
===Titanic Bone Monstrosity===&lt;br /&gt;
===Tortured Soul===&lt;br /&gt;
:The tortured soul lets loose a sigh of relief and lies still.&lt;br /&gt;
&lt;br /&gt;
===Transparent Shylvic===&lt;br /&gt;
===Treehopper Toad===&lt;br /&gt;
:The treehopper toad suddenly croaks.&lt;br /&gt;
&lt;br /&gt;
===Trollkin===&lt;br /&gt;
===Troublesome Tightwad===&lt;br /&gt;
===Twisted Skeletal Hound===&lt;br /&gt;
:A gutteral growl escapes the skeletal hound&#039;s throat as it falls to the ground and grows still, the sickly green light fading from its eyes.&lt;br /&gt;
&lt;br /&gt;
===Unctuous Prydaen Zombie===&lt;br /&gt;
===Unctuous Rakash Zombie===&lt;br /&gt;
===Undead Dragon Priest===&lt;br /&gt;
===Unicorn===&lt;br /&gt;
===Ur Hhrki&#039;izh===&lt;br /&gt;
===Vaporous Blood Wraith===&lt;br /&gt;
===Vela&#039;tohr Bloodvine===&lt;br /&gt;
===Velakan Slaver===&lt;br /&gt;
===Velver===&lt;br /&gt;
===Vengeful Shade===&lt;br /&gt;
===Vicious Warcat===&lt;br /&gt;
===Vile Plague Wraith===&lt;br /&gt;
===Voidspawn===&lt;br /&gt;
===Vykathi Builder===&lt;br /&gt;
===Vykathi Excavator===&lt;br /&gt;
===Vykathi Harvester===&lt;br /&gt;
===Vykathi Reaper===&lt;br /&gt;
===Vykathi Soldier===&lt;br /&gt;
===War Mammoth===&lt;br /&gt;
===Warklin Mauler===&lt;br /&gt;
:A warklin mauler crumbles to the ground.&lt;br /&gt;
&lt;br /&gt;
===Water Sprite===&lt;br /&gt;
===Wild Boar===&lt;br /&gt;
:The wild boar falls to the ground and lies still.&lt;br /&gt;
&lt;br /&gt;
===Wildland Goblin===&lt;br /&gt;
===Wind Hound===&lt;br /&gt;
:The wind hound lets loose a scream like a howling blizzard and falls still.&lt;br /&gt;
&lt;br /&gt;
===Winged Black Marble Gargoyle===&lt;br /&gt;
===Wir Dinego===&lt;br /&gt;
===Wood Troll===&lt;br /&gt;
:A wood troll moans and topples over, quickly taking on a stiff, wooden appearance.&lt;br /&gt;
&lt;br /&gt;
===World Dragon Priest===&lt;br /&gt;
===Wormwood Vine===&lt;br /&gt;
===Wraithlike Race===&lt;br /&gt;
===Writhing Maiden&#039;s Tress===&lt;br /&gt;
===Young Cave Troll===&lt;br /&gt;
===Young Desumos===&lt;br /&gt;
===Young Firecat===&lt;br /&gt;
===Young Forest Gryphon===&lt;br /&gt;
:A young forest gryphon collapses into a lifeless mound of fur and feathers.&lt;br /&gt;
&lt;br /&gt;
===Young Ogre===&lt;br /&gt;
:A young ogre howls in pain, then pitches forward onto its face and goes still.&lt;br /&gt;
&lt;br /&gt;
===Young Red Brocket Deer===&lt;br /&gt;
===Yvhh La&#039;tami===&lt;br /&gt;
===Zombie Goblin===&lt;br /&gt;
:With one last low moan, a goblin zombie crumples to the ground.  Its skin begins to immediately rot as the force sustaining it dies.&lt;br /&gt;
&lt;br /&gt;
===Zombie Head-splitter===&lt;br /&gt;
===Zombie Kobold Headhunter===&lt;br /&gt;
===Zombie Kobold Savage===&lt;br /&gt;
===Zombie Mauler===&lt;br /&gt;
===Zombie Nomad===&lt;br /&gt;
===Zombie Stomper===&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Exquisite_raven_earrings_carved_in_black_diamond&amp;diff=445820</id>
		<title>Item:Exquisite raven earrings carved in black diamond</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Exquisite_raven_earrings_carved_in_black_diamond&amp;diff=445820"/>
		<updated>2016-06-02T19:37:39Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=Earrings&lt;br /&gt;
|look=Painstakingly chipped with unmistakable Dwarven style and precision, these earrings are carefully etched with the image of a raven on each of the two large stones, held in a claw sculpted platinum stem.&lt;br /&gt;
|MTag=black diamond,diamond,platinum&lt;br /&gt;
|CTag=silver,black&lt;br /&gt;
|STag=raven,bird&lt;br /&gt;
|type=jewelry,dwarf style&lt;br /&gt;
|wearloc=ears&lt;br /&gt;
|appcost=531,250&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prices change based on Trader&#039;s circle and/or Charisma.&lt;br /&gt;
Caveat Emptor: The pawn shop will NOT buy this item if you decide you no longer want it.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445752</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445752"/>
		<updated>2016-06-01T15:12:00Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Character Backstory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Pierless_Inn|Riverhaven]] but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Character Look ==&lt;br /&gt;
&lt;br /&gt;
You see Acquirer Aathan Cinderfield, Traveler of Elanthia, a Human Trader.&lt;br /&gt;
&lt;br /&gt;
Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
He has gold and platinum lirums painted on his face.&lt;br /&gt;
&lt;br /&gt;
He appears to be in his prime.&lt;br /&gt;
&lt;br /&gt;
His shoulder has a tattoo of a knotwork raven, wings outstretched, with a thick black outline.&lt;br /&gt;
&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is wearing a white linen keffiyeh, a dark steelsilk balaclava, a silver jadeite gwethdesuan, an undyed linen burnoose with smocking around the shoulders, a black leather haversack with a quartz crystal clasp, a lumpy bundle, a rugged black backpack, a finely woven white linen kamis with a fringed hem, a deep blue mohair robe with black braid trim, some burnished chain, a sleek skirmisher&#039;s shield crafted from dusky black ironwood, some dark steelsilk gauntlets, a sturdy blackened iron band stamped with a crest, an albredine crystal ring, a gold leather weapons belt with a Traders&#039; Guild crest buckle, a vivid crimson sash edged with a deep knotwork fringe, a black canvas feedbag, a sunstone lockpick ring, a brushed silver contract case clasped with a golden raven, a gold-hilted skinning knife displaying the Traders&#039; Guild crest, some dark cotton trousers with tight-fitting cuffs and some floral brocade slippers with slightly upturned toes.&lt;br /&gt;
&lt;br /&gt;
== Character Backstory ==&lt;br /&gt;
&lt;br /&gt;
Aathan was born in Dirge to a serving wench at the Darkstone Inn. His father was a passing Sand Elf Trader, known only as &amp;quot;Mozut,&amp;quot; whom never passed that way again.&lt;br /&gt;
&lt;br /&gt;
His birth was not welcome, and his mother vented her frustration and anger on him from infancy, often ignoring him for days while she entertained the wealthy Traders in her room. If not for the innkeeper&#039;s wife taking pity on him and feeding him from a milk-soaked rag, he would surely have died before the end of his first year.&lt;br /&gt;
&lt;br /&gt;
Growing up on the streets of Dirge - ignored, penniless, and near-starving - Aathan developed a soul-searing jealousy of the rich Traders to whom his mother gave her attentions. He vowed to become one of them at any cost. To that end, at the tender age of thirteen, he apprenticed himself to a fat Rakash Trader, called Barachags, who used young Aathan for his pleasure.&lt;br /&gt;
&lt;br /&gt;
As distasteful as being with Barachags was, Aathan astutely learned the Trader&#039;s profession and made himself indispensable on the road. A scant two years later, at the age of fifteen, Aathan gained complete control of his destiny. Barachags&#039; weight and lack of physical activity finally caught up with him, and the old Rakash died of heart failure on the long trade route between Therenborough and Fornsted. Aathan delivered the body to the Fornsted outpost and waited in Muspar&#039;i while Barachags&#039; will was opened and examined by the guildleaders in Crossing.&lt;br /&gt;
&lt;br /&gt;
While perusing the famous music shops of the Sun&#039;s Egg, Aathan was approached by an elderly Sand Elf woman who mistook him for her son, long since dead. The woman&#039;s family agreed that the resemblance was uncanny, and asked to have him magically tested by the city&#039;s Empaths, to determine his heritage. As it turned out, the senile old woman was right. Aathan Cinderfield, half-elven guttersnipe of Dirge, shared the blood of House Cholesturi, a powerful Musparan merchant dynasty.&lt;br /&gt;
&lt;br /&gt;
By the time word came up from Crossing that Barachags had left all of his holdings to Aathan, the Cholesturis had wholeheartedly accepted Aathan as one of their own. Nowadays, Aathan can be seen on the road with his black-paneled caravan, trading between Riverhaven and Muspar&#039;i, and occasionally operating a market table in Crossing.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445751</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445751"/>
		<updated>2016-06-01T15:08:47Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Character Backstory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Pierless_Inn|Riverhaven]] but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Character Look ==&lt;br /&gt;
&lt;br /&gt;
You see Acquirer Aathan Cinderfield, Traveler of Elanthia, a Human Trader.&lt;br /&gt;
&lt;br /&gt;
Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
He has gold and platinum lirums painted on his face.&lt;br /&gt;
&lt;br /&gt;
He appears to be in his prime.&lt;br /&gt;
&lt;br /&gt;
His shoulder has a tattoo of a knotwork raven, wings outstretched, with a thick black outline.&lt;br /&gt;
&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is wearing a white linen keffiyeh, a dark steelsilk balaclava, a silver jadeite gwethdesuan, an undyed linen burnoose with smocking around the shoulders, a black leather haversack with a quartz crystal clasp, a lumpy bundle, a rugged black backpack, a finely woven white linen kamis with a fringed hem, a deep blue mohair robe with black braid trim, some burnished chain, a sleek skirmisher&#039;s shield crafted from dusky black ironwood, some dark steelsilk gauntlets, a sturdy blackened iron band stamped with a crest, an albredine crystal ring, a gold leather weapons belt with a Traders&#039; Guild crest buckle, a vivid crimson sash edged with a deep knotwork fringe, a black canvas feedbag, a sunstone lockpick ring, a brushed silver contract case clasped with a golden raven, a gold-hilted skinning knife displaying the Traders&#039; Guild crest, some dark cotton trousers with tight-fitting cuffs and some floral brocade slippers with slightly upturned toes.&lt;br /&gt;
&lt;br /&gt;
== Character Backstory ==&lt;br /&gt;
&lt;br /&gt;
Aathan was born in Dirge to a serving wench at the Darkstone Inn. His father was a passing Sand Elf Trader, known only as &amp;quot;Mozut,&amp;quot; whom never passed that way again.&lt;br /&gt;
&lt;br /&gt;
His birth was not welcome, and his mother vented her frustration and anger on him from infancy, often ignoring him for days while she entertained the wealthy Traders in her room. If not for the innkeeper&#039;s wife taking pity on him and feeding him from a milk-soaked rag, he would surely have died before the end of his first year.&lt;br /&gt;
&lt;br /&gt;
Growing up on the streets of Dirge - ignored, penniless, and near-starving - Aathan developed a soul-searing jealousy of the rich Traders to whom his mother gave her attentions. He vowed to become one of them at any cost. To that end, at the tender age of thirteen, he apprenticed himself to a fat Rakash Trader, called Barachags, who used young Aathan for his pleasure.&lt;br /&gt;
&lt;br /&gt;
As distasteful as being with Barachags was, Aathan astutely learned the Trader&#039;s profession and made himself indispensable on the road. A scant two years later, at the age of fifteen, Aathan gained complete control of his destiny. Barachags&#039; weight and lack of physical activity finally caught up with him, and the old Rakash died of heart failure on the long trade route between Therenborough and Fornsted. Aathan delivered the body to the Fornsted outpost and waited in Muspar&#039;i while Barachags&#039; will was opened and examined by the guildleaders in Crossing.&lt;br /&gt;
&lt;br /&gt;
While perusing the famous music shops of the Sun&#039;s Egg, Aathan was approached by an elderly Sand Elf woman who mistook him for her son, long since dead. The woman&#039;s family agreed that the resemblance was uncanny, and asked to have him magically tested by the city&#039;s Empaths, to determine his heritage. As it turned out, the senile old woman was right. Aathan Cinderfield, half-elven guttersnipe of Dirge, shared the blood of House Cholesturi, a powerful Musparan merchant dynasty.&lt;br /&gt;
&lt;br /&gt;
By the time word came up from Crossing that Barachags had left all of his holdings to Aathan, the Cholesturis had wholeheartedly accepted Aathan as one of their won. Nowadays, Aathan can be seen on the road with his black-paneled caravan, trading between Riverhaven and Muspar&#039;i, and occasionally operating a market table in Crossing.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445691</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445691"/>
		<updated>2016-06-01T01:02:33Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Profile Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Pierless_Inn|Riverhaven]] but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Character Look ==&lt;br /&gt;
&lt;br /&gt;
You see Acquirer Aathan Cinderfield, Traveler of Elanthia, a Human Trader.&lt;br /&gt;
&lt;br /&gt;
Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
He has gold and platinum lirums painted on his face.&lt;br /&gt;
&lt;br /&gt;
He appears to be in his prime.&lt;br /&gt;
&lt;br /&gt;
His shoulder has a tattoo of a knotwork raven, wings outstretched, with a thick black outline.&lt;br /&gt;
&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is wearing a white linen keffiyeh, a dark steelsilk balaclava, a silver jadeite gwethdesuan, an undyed linen burnoose with smocking around the shoulders, a black leather haversack with a quartz crystal clasp, a lumpy bundle, a rugged black backpack, a finely woven white linen kamis with a fringed hem, a deep blue mohair robe with black braid trim, some burnished chain, a sleek skirmisher&#039;s shield crafted from dusky black ironwood, some dark steelsilk gauntlets, a sturdy blackened iron band stamped with a crest, an albredine crystal ring, a gold leather weapons belt with a Traders&#039; Guild crest buckle, a vivid crimson sash edged with a deep knotwork fringe, a black canvas feedbag, a sunstone lockpick ring, a brushed silver contract case clasped with a golden raven, a gold-hilted skinning knife displaying the Traders&#039; Guild crest, some dark cotton trousers with tight-fitting cuffs and some floral brocade slippers with slightly upturned toes.&lt;br /&gt;
&lt;br /&gt;
== Character Backstory ==&lt;br /&gt;
&lt;br /&gt;
Aathan was born in Dirge to a serving wench at the Darkstone Inn. His father was a passing Sand Elf Trader, known only as &amp;quot;Mozut,&amp;quot; whom never passed that way again.&lt;br /&gt;
&lt;br /&gt;
His birth was not welcome, and his mother vented her frustration and anger on him from infancy, often ignoring him for days while she entertained the wealthy Traders in her room. If not for the innkeeper&#039;s wife taking pity on him and feeding him from a milk-soaked rag, he would surely have died before the end of his first year.&lt;br /&gt;
&lt;br /&gt;
Growing up on the streets of Dirge - ignored, penniless, and near-starving - Aathan developed a soul-searing jealousy of the rich Traders to whom his mother gave her attentions. He vowed to become one of them at any cost. To that end, at the tender age of thirteen, he apprenticed himself to a fat Rakash Trader, called Barachags, who used young Aathan for his pleasure.&lt;br /&gt;
&lt;br /&gt;
As distasteful as being with Barachags was, Aathan astutely learned the Trader&#039;s profession and made himself indispensable on the road. A scant two years later, at the age of fifteen, Aathan gained complete control of his destiny. Barachags&#039; weight and lack of physical activity finally caught up with him, and the old Rakash died of heart failure on the long trade route between Therenborough and Fornsted. Aathan delivered the body to the Fornsted outpost and waited in Muspar&#039;i while Barachags&#039; will was opened and examined by the guildleaders in Crossing.&lt;br /&gt;
&lt;br /&gt;
While perusing the famous music shops of the Sun&#039;s Egg, Aathan was approached by an elderly Sand Elf woman, who mistook him for her son, long since dead. The woman&#039;s family agreed that the resemblance was uncanny, and asked to have him magically tested by the city&#039;s Empaths, to determine his heritage. As it turned out, the senile old woman was right. Aathan Cinderfield, half-elven guttersnipe of Dirge, shared the blood of House Cholesturi, a powerful Musparan merchant dynasty.&lt;br /&gt;
&lt;br /&gt;
By the time word came up from Crossing that Barachags had left all of his holdings to Aathan, the Cholesturis had wholeheartedly accepted Aathan as one of their won. Nowadays, Aathan can be seen on the road with his black-paneled caravan, trading between Riverhaven and Muspar&#039;i, and occasionally operating a market table in Crossing.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445690</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445690"/>
		<updated>2016-06-01T00:59:02Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Pierless_Inn|Riverhaven]] but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Profile Information ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Aathan Cinderfield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spouse:&#039;&#039;&#039; Single (homosexual)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features:&#039;&#039;&#039; Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Stance:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP Stance:&#039;&#039;&#039; Closed [Default]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Character Backstory ==&lt;br /&gt;
&lt;br /&gt;
Aathan was born in Dirge to a serving wench at the Darkstone Inn. His father was a passing Sand Elf Trader, known only as &amp;quot;Mozut,&amp;quot; whom never passed that way again.&lt;br /&gt;
&lt;br /&gt;
His birth was not welcome, and his mother vented her frustration and anger on him from infancy, often ignoring him for days while she entertained the wealthy Traders in her room. If not for the innkeeper&#039;s wife taking pity on him and feeding him from a milk-soaked rag, he would surely have died before the end of his first year.&lt;br /&gt;
&lt;br /&gt;
Growing up on the streets of Dirge - ignored, penniless, and near-starving - Aathan developed a soul-searing jealousy of the rich Traders to whom his mother gave her attentions. He vowed to become one of them at any cost. To that end, at the tender age of thirteen, he apprenticed himself to a fat Rakash Trader, called Barachags, who used young Aathan for his pleasure.&lt;br /&gt;
&lt;br /&gt;
As distasteful as being with Barachags was, Aathan astutely learned the Trader&#039;s profession and made himself indispensable on the road. A scant two years later, at the age of fifteen, Aathan gained complete control of his destiny. Barachags&#039; weight and lack of physical activity finally caught up with him, and the old Rakash died of heart failure on the long trade route between Therenborough and Fornsted. Aathan delivered the body to the Fornsted outpost and waited in Muspar&#039;i while Barachags&#039; will was opened and examined by the guildleaders in Crossing.&lt;br /&gt;
&lt;br /&gt;
While perusing the famous music shops of the Sun&#039;s Egg, Aathan was approached by an elderly Sand Elf woman, who mistook him for her son, long since dead. The woman&#039;s family agreed that the resemblance was uncanny, and asked to have him magically tested by the city&#039;s Empaths, to determine his heritage. As it turned out, the senile old woman was right. Aathan Cinderfield, half-elven guttersnipe of Dirge, shared the blood of House Cholesturi, a powerful Musparan merchant dynasty.&lt;br /&gt;
&lt;br /&gt;
By the time word came up from Crossing that Barachags had left all of his holdings to Aathan, the Cholesturis had wholeheartedly accepted Aathan as one of their won. Nowadays, Aathan can be seen on the road with his black-paneled caravan, trading between Riverhaven and Muspar&#039;i, and occasionally operating a market table in Crossing.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445688</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445688"/>
		<updated>2016-06-01T00:02:33Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in [[Pierless_Inn|Riverhaven]] but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profile Information ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Aathan Cinderfield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spouse:&#039;&#039;&#039; Single (homosexual)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features:&#039;&#039;&#039; Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Stance:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP Stance:&#039;&#039;&#039; Closed [Default]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pierless_Inn&amp;diff=445687</id>
		<title>Pierless Inn</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pierless_Inn&amp;diff=445687"/>
		<updated>2016-05-31T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Housing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name= Pierless Inn&lt;br /&gt;
|Province= Therengia&lt;br /&gt;
|Town= Riverhaven&lt;br /&gt;
|MapNumber= 30&lt;br /&gt;
|Owner= -&lt;br /&gt;
|NumRooms= 12&lt;br /&gt;
|Store Type=  Food, Drink&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Pierless Inn, Quiet Bar&lt;br /&gt;
|desc=This small, quiet room is warm and cozy.  Resembling the parlor of a prosperous house more than a bar, it exudes comfort and serene enjoyment.  A large fireplace holds a cheery blaze filling the room with warmth.  Fragrant fruitwood smoke scents the air.  Leather couches and chairs gather around small tables for the comfort of guests.  A small service counter offers an array of drinks and food to match the ambiance.  You also see a waitress and a cozy table with a menu on it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 1: Beers and Ales}}&lt;br /&gt;
{{ShopItem|t=i|foamy stout|name=1) Stout|5}}&lt;br /&gt;
{{ShopItem|t=i|Abbey beer|name=2) Abbey Beer|18}}&lt;br /&gt;
{{ShopItem|t=i|Haven&#039;s Special barleywine|name=3) Haven&#039;s Special Barleywine|30}}&lt;br /&gt;
{{ShopItem|t=i|Pierless bitter|name=4) Pierless Bitter|13}}&lt;br /&gt;
{{ShopItem|t=i|Harvest bock|name=5) Harvest Bock|18}}&lt;br /&gt;
{{ShopItem|t=i|chilled icebock|name=6) Icebock|23}}&lt;br /&gt;
{{ShopItem|t=i|golden lager|name=7) Lager|10}}&lt;br /&gt;
{{ShopItem|t=i|icy lambic|name=8) Lambic|14}}&lt;br /&gt;
{{ShopItem|t=i|Red blood-ale|name=9) Red Blood-ale|20}}&lt;br /&gt;
{{ShopItem|t=i|amber ale|name=10) Amber Ale|12}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 2: Wines and Spirits}}&lt;br /&gt;
{{ShopItem|t=i|sweet honeywine|name=11) Honeywine|30}}&lt;br /&gt;
{{ShopItem|t=i|sweet red wine (2)|name=12) Sweet Red Wine|35}}&lt;br /&gt;
{{ShopItem|t=i|ice-cured white wine|name=13) Ice-cured White Wine|40}}&lt;br /&gt;
{{ShopItem|t=i|lethian ouisque (2)|name=14) Lethian Ouisque|70}}&lt;br /&gt;
{{ShopItem|t=i|nutmeg-topped brandycream|name=15) Brandycream|60}}&lt;br /&gt;
{{ShopItem|t=i|rasberry cordial|name=16) Raspberry Cordial|30}}&lt;br /&gt;
{{ShopItem|t=i|honey-apple mead|name=17) Honey-Apple Mead|25}}&lt;br /&gt;
{{ShopItem|t=i|Greenbottle&#039;s reserve|name=18) Greenbottle&#039;s Reserve | 120}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 3: Snacks}}&lt;br /&gt;
{{ShopItem|t=i|bag of honey-roasted peanuts|name=18) Honey-Roasted Peanuts|15}}&lt;br /&gt;
{{ShopItem|t=i|bag of spiced walnuts|name=19) Spiced Walnuts|25}}&lt;br /&gt;
{{ShopItem|t=i|bowl of curried pecans|name=20) Curried Pecans|20}}&lt;br /&gt;
{{ShopItem|t=i|creamy blue cheese puffs|name=21) Blue Cheese Puffs|25}}&lt;br /&gt;
{{ShopItem|t=i|crispy fried meat pastry|name=22) Fried Meat Pastries|25}}&lt;br /&gt;
{{ShopItem|t=i|Flaky yeehar hand-pie|name=24) Flaky Yeehar Hand-pie |25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
==Housing==&lt;br /&gt;
{{PCData}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Housing&lt;br /&gt;
|location=&lt;br /&gt;
|province=Therengia&lt;br /&gt;
|city=Riverhaven&lt;br /&gt;
|map=RanikMap30&lt;br /&gt;
|class=Middle&lt;br /&gt;
|type=Urban&lt;br /&gt;
|restrictions=&lt;br /&gt;
|justice=City&lt;br /&gt;
|form=Door&lt;br /&gt;
|numhomes=3&lt;br /&gt;
|freehomes=0&lt;br /&gt;
|date=23 Apr 2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pierless Inn.gif|center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location&lt;br /&gt;
! Category&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Owner&lt;br /&gt;
! Appearance&lt;br /&gt;
|-&lt;br /&gt;
| Third Floor Landing - 1&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| Alagos  &lt;br /&gt;
| rusty black iron door marred at the bottom by large claw marks splattered with suspicious dark red stains&lt;br /&gt;
|-&lt;br /&gt;
| Hallway - 2&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| Aemy  &lt;br /&gt;
| bronzed oak door&lt;br /&gt;
|-&lt;br /&gt;
| Hallway - 3&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| [[Aathan]]  &lt;br /&gt;
| rounded goldenoak door painted with a weeping willow&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445686</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445686"/>
		<updated>2016-05-31T23:58:18Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in Riverhaven but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profile Information ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Aathan Cinderfield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spouse:&#039;&#039;&#039; Single (homosexual)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features:&#039;&#039;&#039; Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Stance:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP Stance:&#039;&#039;&#039; Closed [Default]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pierless_Inn&amp;diff=445685</id>
		<title>Pierless Inn</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pierless_Inn&amp;diff=445685"/>
		<updated>2016-05-31T23:54:29Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name= Pierless Inn&lt;br /&gt;
|Province= Therengia&lt;br /&gt;
|Town= Riverhaven&lt;br /&gt;
|MapNumber= 30&lt;br /&gt;
|Owner= -&lt;br /&gt;
|NumRooms= 12&lt;br /&gt;
|Store Type=  Food, Drink&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Pierless Inn, Quiet Bar&lt;br /&gt;
|desc=This small, quiet room is warm and cozy.  Resembling the parlor of a prosperous house more than a bar, it exudes comfort and serene enjoyment.  A large fireplace holds a cheery blaze filling the room with warmth.  Fragrant fruitwood smoke scents the air.  Leather couches and chairs gather around small tables for the comfort of guests.  A small service counter offers an array of drinks and food to match the ambiance.  You also see a waitress and a cozy table with a menu on it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 1: Beers and Ales}}&lt;br /&gt;
{{ShopItem|t=i|foamy stout|name=1) Stout|5}}&lt;br /&gt;
{{ShopItem|t=i|Abbey beer|name=2) Abbey Beer|18}}&lt;br /&gt;
{{ShopItem|t=i|Haven&#039;s Special barleywine|name=3) Haven&#039;s Special Barleywine|30}}&lt;br /&gt;
{{ShopItem|t=i|Pierless bitter|name=4) Pierless Bitter|13}}&lt;br /&gt;
{{ShopItem|t=i|Harvest bock|name=5) Harvest Bock|18}}&lt;br /&gt;
{{ShopItem|t=i|chilled icebock|name=6) Icebock|23}}&lt;br /&gt;
{{ShopItem|t=i|golden lager|name=7) Lager|10}}&lt;br /&gt;
{{ShopItem|t=i|icy lambic|name=8) Lambic|14}}&lt;br /&gt;
{{ShopItem|t=i|Red blood-ale|name=9) Red Blood-ale|20}}&lt;br /&gt;
{{ShopItem|t=i|amber ale|name=10) Amber Ale|12}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 2: Wines and Spirits}}&lt;br /&gt;
{{ShopItem|t=i|sweet honeywine|name=11) Honeywine|30}}&lt;br /&gt;
{{ShopItem|t=i|sweet red wine (2)|name=12) Sweet Red Wine|35}}&lt;br /&gt;
{{ShopItem|t=i|ice-cured white wine|name=13) Ice-cured White Wine|40}}&lt;br /&gt;
{{ShopItem|t=i|lethian ouisque (2)|name=14) Lethian Ouisque|70}}&lt;br /&gt;
{{ShopItem|t=i|nutmeg-topped brandycream|name=15) Brandycream|60}}&lt;br /&gt;
{{ShopItem|t=i|rasberry cordial|name=16) Raspberry Cordial|30}}&lt;br /&gt;
{{ShopItem|t=i|honey-apple mead|name=17) Honey-Apple Mead|25}}&lt;br /&gt;
{{ShopItem|t=i|Greenbottle&#039;s reserve|name=18) Greenbottle&#039;s Reserve | 120}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Menu 3: Snacks}}&lt;br /&gt;
{{ShopItem|t=i|bag of honey-roasted peanuts|name=18) Honey-Roasted Peanuts|15}}&lt;br /&gt;
{{ShopItem|t=i|bag of spiced walnuts|name=19) Spiced Walnuts|25}}&lt;br /&gt;
{{ShopItem|t=i|bowl of curried pecans|name=20) Curried Pecans|20}}&lt;br /&gt;
{{ShopItem|t=i|creamy blue cheese puffs|name=21) Blue Cheese Puffs|25}}&lt;br /&gt;
{{ShopItem|t=i|crispy fried meat pastry|name=22) Fried Meat Pastries|25}}&lt;br /&gt;
{{ShopItem|t=i|Flaky yeehar hand-pie|name=24) Flaky Yeehar Hand-pie |25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
==Housing==&lt;br /&gt;
{{PCData}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Housing&lt;br /&gt;
|location=&lt;br /&gt;
|province=Therengia&lt;br /&gt;
|city=Riverhaven&lt;br /&gt;
|map=RanikMap30&lt;br /&gt;
|class=Middle&lt;br /&gt;
|type=Urban&lt;br /&gt;
|restrictions=&lt;br /&gt;
|justice=City&lt;br /&gt;
|form=Door&lt;br /&gt;
|numhomes=3&lt;br /&gt;
|freehomes=0&lt;br /&gt;
|date=23 Apr 2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Pierless Inn.gif|center]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location&lt;br /&gt;
! Category&lt;br /&gt;
! Restrictions&lt;br /&gt;
! Owner&lt;br /&gt;
! Appearance&lt;br /&gt;
|-&lt;br /&gt;
| Third Floor Landing - 1&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| Alagos  &lt;br /&gt;
| rusty black iron door marred at the bottom by large claw marks splattered with suspicious dark red stains&lt;br /&gt;
|-&lt;br /&gt;
| Hallway - 2&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| Aemy  &lt;br /&gt;
| bronzed oak door&lt;br /&gt;
|-&lt;br /&gt;
| Hallway - 3&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
|&lt;br /&gt;
| Aathan  &lt;br /&gt;
| rounded goldenoak door painted with a weeping willow&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445683</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445683"/>
		<updated>2016-05-31T21:39:12Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in Crossing but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profile Information ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Aathan Cinderfield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spouse:&#039;&#039;&#039; Single (homosexual)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features:&#039;&#039;&#039; Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplay Stance:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP Stance:&#039;&#039;&#039; Closed [Default]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quote:&#039;&#039;&#039; &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445682</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445682"/>
		<updated>2016-05-31T21:35:09Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (&#039;&#039;&#039;AIM: AathanDR&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
I make my home in Crossing but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. &#039;&#039;&#039;No questions asked.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name: Aathan Cinderfield&lt;br /&gt;
&lt;br /&gt;
Spouse: Single&lt;br /&gt;
&lt;br /&gt;
Features: Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
Roleplay Stance: Medium&lt;br /&gt;
&lt;br /&gt;
PvP Stance: Closed [Default]&lt;br /&gt;
&lt;br /&gt;
Quote: &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445681</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445681"/>
		<updated>2016-05-31T21:30:55Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
|relat=Szam, Aulisil&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring or &amp;quot;messenger pigeon&amp;quot; (AIM: AathanDR).&lt;br /&gt;
&lt;br /&gt;
I make my home in Crossing but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. No questions asked.&lt;br /&gt;
&lt;br /&gt;
Name: Aathan Cinderfield&lt;br /&gt;
             Race: Human     Guild: Trader                Spouse: Single&lt;br /&gt;
Preferred Location: Muspar&#039;i&lt;br /&gt;
         Features: Aathan has an angular face with elegant arched eyebrows, slightly pointed ears, almond-shaped stormy grey eyes and an aquiline nose.  His blue-black hair is short and wavy, and is worn in a tousled, finger-combed style.  He has dark skin and a lithe build.&lt;br /&gt;
&lt;br /&gt;
  Roleplay Stance: Medium&lt;br /&gt;
       PvP Stance: Closed [Default]&lt;br /&gt;
               IM: AIM:  AathanDR&lt;br /&gt;
            Quote: &amp;quot;Money will buy you a pretty good dog, but it won&#039;t buy the wag of his tail. ~ Henry Wheeler Shaw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445680</id>
		<title>Aathan</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aathan&amp;diff=445680"/>
		<updated>2016-05-31T21:28:22Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: Created page with &amp;quot;{{PC |name=Aathan Cinderfield |status=a |race=Human |gender=Male |guild=Trader |instance=Prime }} Business is business, and everybody&amp;#039;s money spends the same. If you&amp;#039;re avoidi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Aathan Cinderfield&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|instance=Prime&lt;br /&gt;
}}&lt;br /&gt;
Business is business, and everybody&#039;s money spends the same. If you&#039;re avoiding town for any reason, and you have need of my services for gem pouch selling, purchases, to pass on a message, make a delivery, temporarily deposit coin for you in my account (I keep detailed records), or what have you, contact me via albredine crystal ring.&lt;br /&gt;
&lt;br /&gt;
I make my home in Crossing but, given notice, I will travel to your location in any of the major cities or islands to conduct your business for you. All I ask is a fair percentage for my time and effort (the amount of which is up to you), and a kind word about me to others who may need my services. No questions asked.&lt;br /&gt;
&lt;br /&gt;
{{PCSkills&lt;br /&gt;
|Circle=27&lt;br /&gt;
|GuildSkill=Trading&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=444893</id>
		<title>Origami creature</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Origami_creature&amp;diff=444893"/>
		<updated>2016-05-26T16:34:14Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* In Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=&#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; Origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039;&lt;br /&gt;
|MinCap=20&lt;br /&gt;
|MaxCap=55&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=no&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Zoluren&lt;br /&gt;
|City=Dirge&lt;br /&gt;
|MapList=*{{rmap|13|Paper Mill (13)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|Skin Name=&lt;br /&gt;
|Skin Weight=&lt;br /&gt;
|haspart=No&lt;br /&gt;
|Part Name=&lt;br /&gt;
|Part Weight=&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Bone Name=&lt;br /&gt;
|Bone Weight=&lt;br /&gt;
|RequiredRanks=&lt;br /&gt;
|MaxVal=&lt;br /&gt;
|MaxArrangedVal=&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=&lt;br /&gt;
|mskill2=&lt;br /&gt;
|mcap=&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Organ Name=&lt;br /&gt;
|Organ Weight=&lt;br /&gt;
|InitCost=2&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
Once likely someone&#039;s art hobby, this origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; is animated by an unknown, magical force.  It looks surprisingly hostile, and its drawn-on eyes peer forward with what may be a superimposed intelligence.  Although made from paper, the origami &#039;&#039;&amp;lt;creature&amp;gt;&#039;&#039; looks like it&#039;s been hardened by the magic, making it much stronger and more durable than if it were simple paper.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Origami creatures are the first shock-free huntable creature for Empaths. New empaths that have future plans for combat should train their skills to about 15 on an introduction critter (e.g. rats or louts) BEFORE joining the Empath guild. Afterwards, they can hunt origami creatures without shock.&lt;br /&gt;
&lt;br /&gt;
Instead of becoming cut and bruised, they become torn and crumpled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defense soft cap around 55 - Weapons slow in the 30 to 40 range&amp;lt;br /&amp;gt;&lt;br /&gt;
Stealth trains to 60+&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pretty much harmless to anything in armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ones outside the swarm area are now easier than the ones in the window.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Note: at the current time, it is not possible for an Empath to use any violent (i.e. damaging) brawling maneuvers on origami creatures. They will receive the following message: &amp;quot;Feeling some trepidation and concern at the thought of injuring another, you think better of your action. You cannot seem to do that right now.&amp;quot; This situation has been BUGged.&lt;br /&gt;
&lt;br /&gt;
== Hunting Area ==&lt;br /&gt;
The paper mill appears to have distinct regions with their own spawn mechanics. The rooms closest to the entrance (Northern Trade Road) have the slowest spawn. Spawn rate appears to increase deeper into the mill, with the last two rooms through the window being the swarm rooms.&lt;br /&gt;
&lt;br /&gt;
== Empath Weapon Mastery Overtraining ==&lt;br /&gt;
Because of the significant gap until the next huntable construct, and because of the difficulty of casting Absolution for new empaths, origami creatures are a great candidate for Weapon Mastery overtraining. This involves training as many weapons as possible in the hunting grounds, but leaving as soon as [[Melee Mastery]] and [[Missile Mastery]] are mind locked. Return to origami creatures only when the weapon mastery skills are reasonably drained. &lt;br /&gt;
&lt;br /&gt;
As long weapons skills are below 30, a character will continue to learn weapon mastery skills even if the weapon mastery skills are beyond the skill cap for the creature. However, if all weapon skills are at the creature cap, then no more mastery can be milked from origami creatures. Thus the need to &amp;quot;conserve&amp;quot; learning and leave as soon as weapon mastery skills are mind locked.&lt;br /&gt;
&lt;br /&gt;
An empath can continue to train origami for quite some time for mastery skills through this method, and bypass the lack of viable hunting options. The next target creature after origami for empaths would be [[zombie kobold]]s in Shard. The zombie kobolds require about 80 ranks to hunt safely, which means your weapon mastery skill will need to be a bit above that to hit them with your low weapon skills coming out of origami. Training earlier on [[faenrae reaver]]s is also possible, but difficult because [[wind hound]]s are not considered undead, and will cause empathic shock. At early ranks, without an avenger, the room quickly becomes unbalanced as the reavers are killed off and the hounds remain.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Empaths can train defenses and empathy (via manipulate) past origami creature cap on the following nearby creatures: [[grass eel]], [[beisswurm]], and [[blood wolf]].&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
Colors: Black, Grey, Green, Orange, Pink, Purple, Red, Silver, Striped or White&amp;lt;br /&amp;gt;&lt;br /&gt;
Shapes: Bird, Cow, Dragon, Duck, Goblin, Grasshopper, Hat, Mouse, Sprite, or Yak&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
Coming in many different colors and sizes, these strange creatures are simply folded origami projects that have been animated by an outside source.  They are typically found in old shops, paper mills and occasionally gathering spots where completed projects are discarded.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once attributed to be creations of the mad toy merchant [[Hobglup]], this theory has since been discredited by his death.  These are sometimes rumored to be fueled by anger at being abandoned by their maker, although more practical theories say that they are animated by a mage of some sort.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Warrior_Mage_new_player_guide&amp;diff=443907</id>
		<title>Warrior Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Warrior_Mage_new_player_guide&amp;diff=443907"/>
		<updated>2016-05-20T14:45:28Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==What is a Warrior Mage?==&lt;br /&gt;
&lt;br /&gt;
Warrior Mages are masters of sword and spell, fighters who use their knowledge of the arcane to assist them in direct combat (usually by setting their enemies on fire, striking them with lightning, or giving them other similarly spectacular deaths). Warrior Mages wield Elemental Magic, and there is a strong emphasis on [[Targeted Magic]] in the guild&#039;s spellbook. The guild spellbook is divided up by the six Elements - Aether, Air, Earth, Electricity, Fire, and Water. &lt;br /&gt;
&lt;br /&gt;
Each of these spellbooks have a complete arsenal of types of spells (with the exception of Aether, which has no damaging magic), making it possible for a mage to focus on a single element if they desire and still be reasonably effective. However, most mages spread their knowledge of the elements around, and learn with practice what spells they want in a given situation. This gives them a deeper toolbox to use to handle varied situations.&lt;br /&gt;
&lt;br /&gt;
The focus on the elements is a strong theme for the guild&#039;s lore and backstory, and is often central to the roleplay of characters who join.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Warrior mage abilities make use of all the [[Attributes]]. ALL of the stats are important to us to some degree, with Charisma being the LEAST important (but not useless). Physical stats such as [[Strength]], [[Agility]], [[Reflex]] and [[Stamina]] will support the mage&#039;s ability to survive in combat and be more effective with a weapon. Mental stats such as [[Discipline]], [[Intelligence]] and [[Wisdom]] will determine the power of your offensive spells (specifically those using your [[Targeted Magic]] and [[Debilitation]] skills. [[Charisma]] has an impact on a single spell in our arsenal but it&#039;s useful for more subtle things like haggling with merchants, your spirit health which determines how long your corpse will stick around, and certain spells. Additionally, once you gain the ability to call a Fir [[Familiar]], your [[Charisma]] can influence its willingness to drag you away from sticky situations in combat from time to time.&lt;br /&gt;
&lt;br /&gt;
Keep this in mind when picturing what kind of mage you want to be - do you want to be a two-handed weapon swinging mage? You will be using a lot of [[strength]] and [[stamina]] to swing those big weapons without tiring out. Slash and dash fencer? Lots of [[agility]] and [[reflex]] to be accurate with those quick blades and evading hits. ALL mages will make heavy use of all three mental stats, and [[stamina]] is going to be important to you no matter what in combat. Ultimately, the most important choice is picking a race you feel comfortable roleplaying. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the end of the day, any of the races can be viable Warrior Mages. Since just about all of the stats are important for us, don&#039;t let the numbers necessarily be the sole influence for you.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
Most Warrior Mages tend to favor [[Chain Armor skill|Chain]] Armor. It offers good protection and absorption without the huge maneuvering penalties associated with heavier armors. As stealth is not something our guild focuses on regularly, it is uncommon to see Warrior Mages wearing [[Light Armor skill|Light Armor]] but for those that wish to try and pursue stealth, it can be an option - however, you can hide nearly as well in a well-made set of chain as you can in leather and the heaviest leather is more hindering than the lightest chain. Since Stealth is a survival skill, and Warrior Mages are survival tertiary, stealth will not be a strong point if you choose to use it, though the spell [[Rising Mists]] will improve your ability to hide. [[Brigandine Armor skill|Brigandine]] and [[Plate Armor skill|Plate]] are both much heavier and more protective but as a guild with armor as its Tertiary skillset, it is generally more trouble than it&#039;s worth to pick these heavier armors - you will have a hard time avoiding blows in them and the extra protection and absorption is not enough to offset this.&lt;br /&gt;
&lt;br /&gt;
You can contact a [[Tailor]] or an [[Armorsmith]] to inquire about player-made armor, but be advised that as a new character, you will be unlikely to afford it right away. However, it&#039;s good to have goals and you will know how much to save up to get it.&lt;br /&gt;
&lt;br /&gt;
Weapons generally come down to personal preference, and you can make pretty much anything work so just pick something you like stylistically. For a new character, swing roundtime and [[Fatigue]] will be at a premium, so you should look up a [[Weaponsmith]] and see about getting a nice lightened weapon made. Regardless of the weapon&#039;s type (that is, the skill it trains when you use it), a lightened weapon will be easier to swing more quickly, be more balanced and therefore more accurate, and be less tiring. You may not be able to afford a weapon from a crafter right away, but you should talk to one anyhow to learn the prices and to ask questions about what would be good for you, so you know what to save up for.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you train at least one ranged weapon in addition to any melee weapons you pick. While a lot of your damage will be done with spells, it&#039;s always good to have options for when spells are not a viable choice. Some creatures may be magic-immune, or there may be other reasons you wish to not use a spell (Some creatures can steal a spell you prepare and use it against you, for example). Additionally, a creature may fly and thus be out of range of a melee weapon. This makes a ranged weapon a good secondary weapon choice. As a Warrior Mage, you will eventually be required to train three weapon skills to continue to Circle - though not until higher levels.&lt;br /&gt;
&lt;br /&gt;
To get a full list of all the weapon skills, you can type &amp;gt;EXP WEAPON 0 in-game.&lt;br /&gt;
&lt;br /&gt;
In addition, [[Warrior Mages]] can summon a weapon of their highest melee weapon skill type starting as soon as they join the guild using the [[Elemental weapon|Elemental Weapon]] ability.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
&lt;br /&gt;
These are the [[Warrior Mage]] circle requirements (Taken from the main article on the guild):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! 1st magic!! 2nd magic !! 3rd magic !! 4th magic  !! 5th magic !! TM !! Summon !! 1st weapon !! 2nd weapon !! 3rd weapon !! Parry !! 1st lore !! 2nd lore ||  3rd lore || Scholarship || armor || defend || 1st, 2nd surviv || 3rd, 4th surviv&lt;br /&gt;
|-&lt;br /&gt;
| 1-10   || 4 || 4 || 3 || 0 || 0 || 4 || 3 || 3 || 0 || 0 || 2 || 2 || 2 || 1 || 1 || 2 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 11-30  || 4 || 4 || 3 || 3 || 0 || 4 || 4 || 4 || 3 || 0 || 3 || 2 || 2 || 2 || 1 || 2 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 31-70  || 5 || 4 || 4 || 3 || 3 || 4 || 5 || 4 || 3 || 2 || 3 || 3 || 2 || 2 || 2 || 3 || 2 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 71-100 || 5 || 5 || 4 || 4 || 4 || 5 || 5 || 5 || 4 || 3 || 4 || 3 || 3 || 3 || 2 || 3 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 101-150|| 6 || 6 || 5 || 5 || 5 || 6 || 5 || 5 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 4 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151-200|| 15 || 15 || 13 || 13 || 13 || 15 || 13 || 13 || 10 || 10 || 10 || 10 || 8 || 8 || 8 || 10 || 8 || 8 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Summoning]] is a hard requirement (does not count toward Nth magic requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Targeted Magic]] and [[Scholarship]] are soft requirement (can be used toward Nth skill requirements).&amp;lt;br\&amp;gt;&lt;br /&gt;
[[Sorcery_skill|Sorcery]] and [[Thievery_skill|Thievery]] are restricted skills (do not count toward Nth skill requirements).&amp;lt;br\&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To understand what all of this means, remember: The numbers listed are per-circle - so if you fall into the circle 1-10 bracket, and you are wanting to level up, you will need 4 ranks in your 1st (highest skill amount, numerically) per level, 4 in your 2nd, 3 in your third, etc... A skill listed as &amp;quot;1st Lore, 2nd Lore&amp;quot; etc, means you can pick any skill to work on that falls into the Lore skillset and train it at your leisure, and it will count towards leveling up if it is one of your highest 3 lores. If a skill is mentioned by name specifically, most of the time that means you must train that skill no matter what (whether it is a hard or soft requirement is mentioned in the chart - soft requirements like [[Targeted Magic]] can also be used as one of your Magic skill requirements to circle.&lt;br /&gt;
&lt;br /&gt;
Circle requirements start off relatively easy and scale up in what they require of you as your circle increases.&lt;br /&gt;
&lt;br /&gt;
==Spell Slots==&lt;br /&gt;
&lt;br /&gt;
Spell slots are used to learn spells and feats. You will gain a new spell slot every circle up to 50th, then every other circle from 51-100, then every third circle from 101-150. A [[Warrior Mage]] will have gained 91 spell slots by Circle 150 - learning every [[Warrior Mage]] spell will cost you 89 spell slots. This means that it isn&#039;t possible to learn every spell the guild has to offer without severely limiting your effectiveness by not choosing feats.&lt;br /&gt;
&lt;br /&gt;
Spells can cost more than one slot to learn. You can forget spells (and get your slots refunded) in [[Throne City]] during the day (the area with the NPC that does this is closed at night).&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
There are numerous [[Magical feats]] available to spellcasters. [[Warrior Mages]] learn a few for free as a guild perk - Faster Targeting and Targeted Mastery. Both of these feats will be automatically learned upon reaching Circle 2, and will not cost you spell slots.&lt;br /&gt;
&lt;br /&gt;
For more information on what these abilities do and when you can learn them, you can view the detailed page [[Magical feats|here]].&lt;br /&gt;
&lt;br /&gt;
==Summoning and Aethereal Pathways==&lt;br /&gt;
&lt;br /&gt;
[[Summoning]] is the [[Warrior Mage]] guild-only skill. It represents the mage&#039;s skill at sensing and manipulating the elemental planes, and being able to summon that energy for personal use in the form of a [[Familiar]] or through the use of [[Aethereal Pathways]].&lt;br /&gt;
&lt;br /&gt;
==Elemental Charge==&lt;br /&gt;
&lt;br /&gt;
[[Summoning]] abilities use Elemental Charge as a resource to power them. To gather Charge, you must first ALIGN yourself to an element. For example, to align myself to fire, I would ALIGN FIRE. You can change your aligned element at will, but it requires you to have no remaining Charge to do so.&lt;br /&gt;
&lt;br /&gt;
To gather Charge, cast spells from the spellbook of your Aligned element. You will gain a small amount of charge for each cast. You will lose the same amount of charge for casts of your opposed element. You can choose your opposed element with enough Summoning skill (Example: Fire is traditionally Opposed to Water. With enough skill, I could Align fire and decide that I wanted to be Opposed to Aether).&lt;br /&gt;
&lt;br /&gt;
Charge can also be gathered by doing SUMMON ADMITTANCE. This will sit you down on the ground and you will meditate with a Roundtime (Generally in the realm of 10-15s). When you finish the meditation you will have gained Charge. You can continue SUMMON ADMITTANCE until you are told you are at maximum charge.&lt;br /&gt;
&lt;br /&gt;
Each of the [[Aethereal Pathways]] has an element associated with it. Using a pathway of your aligned element will make it cost less charge to use. Using one from your opposed element will make it cost more.&lt;br /&gt;
&lt;br /&gt;
==Familiars==&lt;br /&gt;
&lt;br /&gt;
A [[familiar]] is a minor aether elemental spirit that is summoned from the plane of Aether and bound to the mage&#039;s will. Typically these spirits are bound in the form of various animals through the use of a talisman. A [[familiar]] can perform a variety of tasks for the mage, including picking up small items, transferring items over a distance, and acting as messengers (a mage can see and speak through their familiar, and familiars can be told to locate other adventurers).&lt;br /&gt;
&lt;br /&gt;
To summon a [[familiar]], you must have a talisman and enough elemental charge to do so.&lt;br /&gt;
&lt;br /&gt;
Once you have enough elemental charge, hold your talisman in hand and &amp;gt;&#039;&#039;&#039;SUMMON FAMILIAR&#039;&#039;&#039; to call your familiar. &lt;br /&gt;
&lt;br /&gt;
To dismiss your [[familiar]], &amp;gt;&#039;&#039;&#039;TELL FAMILIAR TO LEAVE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A detailed guide about the various types of familiars, the level requirements to attain them, the classes of talismans, and animals associated with them is available [[familiar|here]].&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapons==&lt;br /&gt;
&lt;br /&gt;
[[Warrior Mages]] can use their affinity with [[Summoning]] to summon [[Elemental weapon|elemental weapons]]. You learn this ability automatically upon joining the guild, and it will at a base level summon a weapon type of your highest skill melee weapon. The ability is considered Earth aligned for purposes of elemental charge. The base ability will summon weapons of Tier 2 quality - this means they will begin being roughly equivalent to store-bought gear. With metaspells, and investment in the [[Forging]] skill, it is possible to create weapons at a Tier 5 level - they will be roughly equivalent to player-forged rare metal weapons.&lt;br /&gt;
&lt;br /&gt;
There are metaspells available that modify the ability - each metaspell requires [[Elementalism]] to learn. They have various effects on your ability to summon. As listed on the [[Elemental weapon|Elemental Weapon]] page, the spells are as follows:&lt;br /&gt;
&lt;br /&gt;
*Knowledge of any metaspell raises the base weapon to tier 3.&lt;br /&gt;
&lt;br /&gt;
:*The Air metaspell ([[Quick Infusions]]) reduces the RT of {{com|SUMMON}}, {{com|SHAPE}}, and {{com|TURN}} by 4 seconds.&lt;br /&gt;
:*The Aether metaspell ([[Expansive Infusions]]) allows you to create weapons for any melee or thrown weapon skill.&lt;br /&gt;
:*The Earth metaspell ([[Reinforced Infusions]]) allows the user to get additional tier bumps from [[weaponsmithing techniques]] and holding a [[:Category:Crafting materials#Forging materials|very rare metal ingot]].&lt;br /&gt;
:*The Electricity metaspell ([[Shocking Infusions]]) allows the user to create weapons that do electric damage.&lt;br /&gt;
:*The Fire metaspell ([[Fiery Infusions]]) allows the user to create weapons that do fire damage.&lt;br /&gt;
:*The Water metaspell ([[Icy Infusions]]) allows the user to create weapons that do cold damage.&lt;br /&gt;
* Shaping to an elemental type will transfer the highest damage type of the weapon into that element.&lt;br /&gt;
&lt;br /&gt;
In addition to giving you access to a weapon right out of the gate, which will improve with you as you continue to train and learn new metaspells, [[Elemental weapon|elemental weapons]] are a great way for new mages to train [[Summoning]].&lt;br /&gt;
&lt;br /&gt;
==Training Summoning==&lt;br /&gt;
&lt;br /&gt;
[[Summoning]] is trained at low-skill by having a familiar out or working with [[Elemental weapon|Elemental Weapons]], and at high level through the use of [[Aethereal Pathways]]. [[Aethereal Pathways]] are abilities exclusive to the Warrior Mage guild that reflect their mastery of Targeted Magic. Essentially the mage can modify the way Targeting works in different ways that are useful in a variety of situations.&lt;br /&gt;
&lt;br /&gt;
Summoning Admittance can be used to build multiple charges to the aligned Elemental Plane which can then be released through Summon Impedance to train at lower ranks.  Once you have obtained [[Aethereal Pathways]], these charges can instead be used to maintain the pulses of it.  Once the [[Aethereal Pathways]] have used up all of the charges, the Pathway will fail.  Making use of the Summon Admittance command while a Pathway is active will maintain the Pathway and the act of doing so will award experience.  Each time the Pathway pulses and consumes a charge, experience will also be awarded.  Casting a spell that receives a benefit from a Pathway does not award additional experience, but may be useful in maintaining charges if the spell is of your aligned element.&lt;br /&gt;
&lt;br /&gt;
==Elemental Domains==&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Warrior Mage toolbox are [[Elemental domain|Elemental Domains]]. Creating a domain is the process of aligning an area (basically any room) in-game with a particular element. This has a few effects:&lt;br /&gt;
&lt;br /&gt;
- It doubles your charge gain from casting spells when you are aligned to this element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- It doubles your charge cost from casting spells if you are opposed to this element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- It negates environmental penalties for a spell (Ex: If I cast Rising Mists in the middle of Summer, in a Desert, with a Water Domain present, it will lose the seasonal and locational penalty associated with it).&lt;br /&gt;
&lt;br /&gt;
To summon a domain, the syntax is &amp;gt;SUMMON &amp;lt;ELEMENT&amp;gt; DOMAIN, where &amp;lt;ELEMENT&amp;gt; is the name of one of the elements. There is at least one easter-egg element available that is not one of the traditional six.&lt;br /&gt;
&lt;br /&gt;
The primary use of an [[Elemental domain|Elemental Domain]] currently is to have an easier time maintaining your Charge level through casting alone, enabling more freedom with the use of [[Aethereal Pathways]].&lt;br /&gt;
&lt;br /&gt;
==Pathways==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Damage (Fire)&#039;&#039;&#039;&lt;br /&gt;
Increases damage from targeted magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Quick (Air)&#039;&#039;&#039;&lt;br /&gt;
Decreases targeting time for spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Ease (Water)&#039;&#039;&#039;&lt;br /&gt;
Reduces the difficulty to cast targeted spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Power (Earth)&#039;&#039;&#039;&lt;br /&gt;
Increases the Potency of spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Accuracy (Electricity)&#039;&#039;&#039;&lt;br /&gt;
Increases the accuracy of targeted magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Secrecy (Water)&#039;&#039;&#039;&lt;br /&gt;
Reduces the chance that your targeting matirx will be spotted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Precise (Air)&#039;&#039;&#039;&lt;br /&gt;
Makes it easier to target specific body parts with spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Defend (Earth)&#039;&#039;&#039;&lt;br /&gt;
Makes it harder to direct targeted magic at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Conserve (Fire)&#039;&#039;&#039;&lt;br /&gt;
Decreases minimum mana cost of targeted spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Barrage (Electricity)&#039;&#039;&#039;&lt;br /&gt;
Simultaneously attack with a melee weapon and a targeted spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perceive Pathway (Aether)&#039;&#039;&#039;&lt;br /&gt;
Detects aethereal pathways in use nearby.&lt;br /&gt;
&lt;br /&gt;
==Training Suggestions for Summoning==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out of Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can easily train [[Summoning]] out of combat by practicing magic with Cambrinth. Cast as high as you can without backfiring, until you run out of mana. When you are out, Summon Admittance two times and then turn on a Pathway that is for your Aligned element. Pathways by element can be seen at the page for [[Aethereal Pathways]]. Continue magic training and when you are out of mana, simply Summon Admittance once to gather charge. This will keep your Pathway running almost indefinitely and you will mind lock your [[Summoning]] skill fairly effortlessly as you train your other magic skills. You can bypass the need for Summon Admittance by ensuring that the spells you are casting are of the element you&#039;re aligned to, and it will be even easier to keep your charge up if you summon the proper elemental domain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note from Starlear: This was originally mistakenly posted in my Beginner&#039;s WM Guide Page by user BIGKAZ (Ryuho). I removed it from my guide so I can keep track of what I personally put there, and in moving the guide over to this page, included his additional suggestion. All credit for the following section should go to him, all I did was reword some stuff. --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Summoning]] can be trained fairly easily in combat as well. Remember that casting spells of your aligned element will restore a bit of Elemental Charge with each cast.&lt;br /&gt;
	&lt;br /&gt;
While in combat, repeated casting of [[Targeted Magic]] spells is common.  Align with the element of your favorite TM spell, and your Elemental Charge will remain high enough to continually power a pathway of your chosen Alignment. Since keeping a Pathway up is the preferred method to train [[Summoning]], this will move the skill for you in combat without you needing to input additional commands, provided you remember to start tapping into the [[Aethereal Pathways]].&lt;br /&gt;
&amp;lt;!-- Note from Starlear: This is the end of BIGKAZ&#039;s addition to my guide page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common Misconceptions==&lt;br /&gt;
&lt;br /&gt;
Your alignment does &#039;&#039;&#039;not&#039;&#039;&#039; negatively impact your ability to cast spells &#039;&#039;&#039;in any way&#039;&#039;&#039; (ex: You are aligned to Fire, and go to cast a Water spell. &#039;&#039;&#039;That spell will not be &amp;quot;weaker&amp;quot;, it will not cost any more mana, or any other differences in any way from if you were Water aligned&#039;&#039;&#039;). The ONLY difference is that if you&#039;re casting a Water spell while Fire Aligned, by default, you will lose a small amount of Elemental Charge. You will not be weaker in any way, despite the messaging that the spell diminishes you. That&#039;s just the messaging for losing some Elemental Charge from the cast. Charge doesn&#039;t make your spells better or worse, it is used to power Pathways and to initially summon your familiar.&lt;br /&gt;
&lt;br /&gt;
Because of this, there is absolutely no mechanical benefit to only learning one type of spell and never the opposite element. It can be a fun roleplaying opportunity, and sometimes you might get something like a Title out of knowing say, all the fire spells and zero water spells, but it will eventually take away from your effectiveness to neglect spellbooks completely. Whether the sacrifice in effectiveness is worth the gain in Roleplay to you is a personal choice with no right or wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Spell Choices==&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Warrior Mage Spells|Warrior Mage Spells]] for full listing of spells.&lt;br /&gt;
&lt;br /&gt;
Warrior Mages have a variety of spells available to them, and all of them have their niches that they are useful in. Each spell will train one of the five magic skills ([[Augmentation]], [[Debilitation]], [[Targeted Magic]], [[Utility]], or [[Warding]]) in addition to [[Elemental Magic]] and [[Attunement]]. You should keep in mind when choosing your spells that you want to eventually have a spell that will train each skill, so that you can practice it, as eventually you will need all your magic skills to Circle.&lt;br /&gt;
&lt;br /&gt;
Detailed descriptions, a rough guide to the pros and cons, and a rating of effectiveness of the spells in our arsenal can be found at [[Starlear&#039;s Warrior Mage Spell Recommendations]]. Keep in mind when browsing there that it&#039;s just the opinion of one mage on the various spells, but it is a good overview.&lt;br /&gt;
&amp;lt;!-- Note from Starlear: My old Beginner&#039;s WM Guide is going to contain the spell reviews still, I left them out of this page to prevent information bloat. A link to that page will happen once it&#039;s completed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Essentials==&lt;br /&gt;
&lt;br /&gt;
Being a new adventurer means that you&#039;ll be starting from scratch, with very little skill in weapons or magic. The following spells will be helpful to new Warrior Mages as choices after they learn their first spell (which will be a [[Targeted Magic]] spell). All of these spells will help you survive better in combat by either improving your defensive skills or by helping you disable an enemy.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Swirling Winds]] (SW)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: [[Zephyr]] or [[Tailwind]]. - Increases your Reflex and Evasion skill. This will help keep you alive in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tailwind]] (TW)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: [[Air Lash]] or [[Elementalism]]. - Increases your chance to hit with ranged attacks. Fantastic for when you&#039;re training a ranged weapon (You ARE training a ranged weapon, right?). Follows the caster room to room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sure Footing]] (SUF)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Stone Strike]] or [[Elementalism]]. - Increases balance and parry skill. This will help keep you alive in combat if you are using a weapon capable of parrying or a parry stick.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ethereal Shield]] (ES)&#039;&#039;&#039; - Warding Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Any Intro TM spell. - Reduces elemental damage taken, easy to train Warding with. Use when fighting other mages or creatures that use spells, and it will help significantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ice Patch]] (IP)&#039;&#039;&#039; - Debilitation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Geyser]] or [[Elementalism]]. - Basic disabler spell. Will knock down and stun the target when successful. Very good for getting hits in on things you have a hard time hitting, due to the knockdown inherent in its success, but be aware that it doesn&#039;t work on four-legged creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ignite]] (IGNITE)&#039;&#039;&#039; - Utility Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Fire Shards]] or [[Elementalism]]. - This spell ignites your weapon, causing it to deal additional fire damage. The amount may seem insignificant, but it is a lot of extra damage due to the way the spell works - this damage is applied to every attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Targeted Spells==&lt;br /&gt;
[[Targeted Magic]] is one of the most defining aspects of the Warrior Mage guild. In short, [[Targeted Magic]] is your skill at aiming magic at things to make them die. Warrior Mages being wielders of the forces of the elements, typically this takes the form of raining down balls of fire or lightning bolts on our enemies. Your [[Targeted Magic]] skill works like any other magic skill as far as determining how much mana you can stick into a spell, but it also acts like a weapon skill in combat, where your ranks go up against the target&#039;s defenses to determine if you hit them or not. &lt;br /&gt;
&lt;br /&gt;
When deciding which [[Targeted Magic]] spell to use, consider the damage types you wish to deal -  what damage types are your opponents weak against or immune to entirely? There&#039;s the capability across all the books for Warrior Mages to deal every type of damage in the game, so keep this in mind when deciding what spells you want to learn.&lt;br /&gt;
&amp;lt;!-- Link to the old Warrior Mage Beginner&#039;s Guide, which I will eventually convert over to a Warrior Mage Spell Recommendations Guide, eventually goes here, taking you directly to the Targeted Spells section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As with other skills, Targeted Magic is trained by the successful use of the skill.  If a spell has an Area of Effect component, you will be awarded experience based on the success of those hits on each opponent.  If a spell has a pulsing Area of Effect component, you will be awarded experience based on the success of those hits on each opponent on each pulse.  If your skill is at the top end of the opponent&#039;s teachable range, it will reward less experience per cast.&lt;br /&gt;
&lt;br /&gt;
==Debilitation Spells==&lt;br /&gt;
[[Debilitation]] spells are all spells that you cast on another target to affect them negatively in a non-damaging way while using the [[Debilitation]] skill. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. That&#039;s one of the greatest strengths of Warrior Mages - our toolbox has the right tool for just about any job, you just need to know them and use them properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Warrior Mages&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom (in that order of weighting) to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline (in that order) to determine success - Most Warrior Mage Spells are in this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence (in that order) to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the Debilitation spells available to Warrior Mages, the breakdown is as follows;&lt;br /&gt;
&lt;br /&gt;
Mind - [[Ward Break]] and [[Vertigo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - [[Frostbite]], [[Thunderclap]], [[Tremor]], [[Anther&#039;s Call]], [[Arc Light]], [[Ice Patch]], and [[Tingle]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - [[Mark of Arhat]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More information on [[Contested Abilities|stat contests]] can be found here. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What you should take away from this&#039;&#039;: IF YOU WANT TO LAND DEBILITATION SPELLS MORE RELIABLY, TRAIN YOUR MENTALS. IF YOU WANT TO STOP GETTING DEBILITATED BY A SPECIFIC SPELL OR ABILITY, TRAIN THE APPROPRIATE STATS TO DEFEND AGAINST IT.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Link to the old Warrior Mage Beginner&#039;s Guide, which I will eventually convert over to a Warrior Mage Spell Recommendations Guide, eventually goes here, taking you directly to the Debilitation Spells section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Augmentation Spells==&lt;br /&gt;
&lt;br /&gt;
Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. Warrior Mages have a very diverse set of Augmentation Spells, many of which can be cast to assist others as well as used on yourself. They are essentially &amp;quot;buff&amp;quot; spells, helping you to survive or otherwise be better at something.&lt;br /&gt;
&lt;br /&gt;
You can find a list of Warrior Mage Augmentation spells [[Warrior Mage Spells|here]].&lt;br /&gt;
&amp;lt;!-- Link to the old Warrior Mage Beginner&#039;s Guide, which I will eventually convert over to a Warrior Mage Spell Recommendations Guide, eventually goes here, taking you directly to the Augmentation Spells section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Spells==&lt;br /&gt;
&lt;br /&gt;
[[Utility]] Spells are spells that are used to provide a variety of differing types of effects that don&#039;t easily fall into one of the other categories. &lt;br /&gt;
&lt;br /&gt;
[[Utility]] spells can have a variety of effects, all of which are useful, but they are not necessarily related to directly improving the capabilities of someone like [[Augmentation]] spells. Additionally, [[Utility]] spells are generally cast on an item or in the area, instead of on a person.&lt;br /&gt;
&lt;br /&gt;
Some of the [[Utility]] spells in the Warrior Mage arsenal are hybrid spells, which also teach another skill (Like [[Magnetic Ballista]] also teaching the [[Targeted Magic]] skill).&lt;br /&gt;
&lt;br /&gt;
You can find a list of Warrior Mage Utility spells [[Warrior Mage Spells|here]].&lt;br /&gt;
&amp;lt;!-- Link to the old Warrior Mage Beginner&#039;s Guide, which I will eventually convert over to a Warrior Mage Spell Recommendations Guide, eventually goes here, taking you directly to the Utility Spells section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warding Spells==&lt;br /&gt;
&lt;br /&gt;
[[Warding]] spells in the Warrior Mage spellbook are spells that have the specific effect of protecting their target from magic in some way. They may provide you with a protective barrier to elemental damage, make you completely immune to a single elemental damage type, or reflect an enemy&#039;s targeted spell back at them.&lt;br /&gt;
&lt;br /&gt;
You can find a list of Warrior Mage Warding spells [[Warrior Mage Spells|here]].&lt;br /&gt;
&amp;lt;!-- Link to the old Warrior Mage Beginner&#039;s Guide, which I will eventually convert over to a Warrior Mage Spell Recommendations Guide, eventually goes here, taking you directly to the Warding Spells section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first five circles==&lt;br /&gt;
&lt;br /&gt;
Getting around is the toughest challenge for most new players. A link to the list of maps can be found on the main page of this Wiki, you will either start off on Crossing or Riverhaven, I suggest choosing Crossing. Using the DIR command will allow you to navigate until you learn the lay of the land. &lt;br /&gt;
&lt;br /&gt;
In order to navigate to the Warmage guild simply enter DIR Warmage and follow the on-screen instructions. Once you can identify your location on the website map, navigation goes much faster.&lt;br /&gt;
&lt;br /&gt;
Once you arrive at the Warmage guild, you will see Gauthus, the Crossing Guildmaster. The syntax to join the Warmage guild is simply &#039;join&#039; you&#039;ll be asked to repeat the command to make sure you understand the consequences.&lt;br /&gt;
&lt;br /&gt;
Understand, that once you join a guild and begin accruing experience, you cannot change guilds without wiping that experience out. So make sure you want to join.&lt;br /&gt;
&lt;br /&gt;
Once you join, you will receive a short introduction to the guild from Gauthus himself. Once he&#039;s completed talking he will inform you that you&#039;re ready to learn a new spell.&lt;br /&gt;
&lt;br /&gt;
The first spell you choose is somewhat of an RP choice...but choose fireshard. You can be a lightning mage later, right now the fire book is the best training book out there.&lt;br /&gt;
&lt;br /&gt;
Now! You got your first spell...what do you do?&lt;br /&gt;
&lt;br /&gt;
There are things that you have to train to get more spells. To leave the Warmage tower, simply &#039;go arch&#039; then &#039;go door&#039;. Outside is the main gathering spot for most of the Zoluren Warmages as well as the people that enjoy their company and classes. It will likely be noisy but there is probably a class going on as well.&lt;br /&gt;
&lt;br /&gt;
To find out what classes are being offered, use &amp;quot;assess teach&amp;quot;. Then pick the class of your choice.&lt;br /&gt;
&lt;br /&gt;
A class is a passive experience pool gain. There are many things you can do on top of learning a class. One of those is foraging items.&lt;br /&gt;
&lt;br /&gt;
As a new player, you will find it difficult to forage anything of particular value but there is one exception to this rule. Sticks can be sold to the firewood peddler &#039;Mags&#039; for coin.&lt;br /&gt;
&lt;br /&gt;
To forage a stick use &#039;forage stick&#039;. A small roundtime ensues and then you got yourself a shiny new stick.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that typing this out time after time becomes tedious at best. As such, we&#039;re going to make a script for it.&lt;br /&gt;
&lt;br /&gt;
In the upper right hand corner of the Stormfront window is an &#039;Options&#039; button. Left click it then left click scripts.&lt;br /&gt;
&lt;br /&gt;
Another window will pop up on your screen. Left click &#039;Create&#039; and another window will pop up.&lt;br /&gt;
&lt;br /&gt;
In the top box is the name of the script. For this script we will call it &#039;getstick&#039; without the quotations.&lt;br /&gt;
&lt;br /&gt;
The next box is the comment box and is only used if you plan on publishing the script.&lt;br /&gt;
&lt;br /&gt;
The large text area is where we&#039;ll write our new script:&lt;br /&gt;
&lt;br /&gt;
 start:&lt;br /&gt;
 pause&lt;br /&gt;
 put forage stick&lt;br /&gt;
 waitfor Roundtime&lt;br /&gt;
 pause&lt;br /&gt;
 put put my stick in my backpack&lt;br /&gt;
 goto start&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m not a programmer so the terminology I&#039;ll be using is layman at best. &lt;br /&gt;
&lt;br /&gt;
start:&lt;br /&gt;
&lt;br /&gt;
This is the title of a command group. It encompasses the entirety of the script in this case but as you script other things, it will only be one of dozens.&lt;br /&gt;
&lt;br /&gt;
put forage stick&lt;br /&gt;
&lt;br /&gt;
This is a command you&#039;re giving to the client. You&#039;re saying I want you to put &#039;forage stick&#039;&lt;br /&gt;
&lt;br /&gt;
waitfor Roundtime&lt;br /&gt;
&lt;br /&gt;
This is a command to wait for the specific word &#039;Roundtime&#039; before moving on to the next action.&lt;br /&gt;
&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
This is a generic pause. They are measured in seconds. It&#039;s used to help keep scripts from hanging up when the server or your internet is lagging. You can use pause, or pause 300 or pause 10000. It will wait that number of seconds before moving on.&lt;br /&gt;
&lt;br /&gt;
put put my stick in my backpack&lt;br /&gt;
&lt;br /&gt;
Again, this is another command that is telling your client to put &#039;put my stick in my backpack&#039;. Now, in order to check if you actually have a backpack you can use &#039;inv container&#039;. If you have a pack, use instead &#039;put put my stick in my pack&#039;&lt;br /&gt;
&lt;br /&gt;
goto start&lt;br /&gt;
&lt;br /&gt;
Goto is a command used to move between command groups. In this case we&#039;re telling our client to go to &#039;start&#039; which begins the whole script anew. &lt;br /&gt;
&lt;br /&gt;
This is a dangerous script. This script will continue on until there is no more space in the container for sticks. That means it hold the potential for abuse. Dragonrealms is a script heavy game but any time you run a script you have to be responsive as a character. AFK scripting is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
Now that our script is done, simple left click &#039;okay&#039; in the lower right of the script window and then &#039;okay&#039; again in the lower right of the script listing.&lt;br /&gt;
&lt;br /&gt;
In order to start this script, you need only use &#039;.getstick&#039;&lt;br /&gt;
&lt;br /&gt;
While you&#039;re listening to a class and foraging for sticks you&#039;re receiving experience in the form of a pool.&lt;br /&gt;
&lt;br /&gt;
Use &#039;exp&#039; to see how much you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
There are several things displayed when you use &#039;exp&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
          SKILL: Rank/Percent towards next rank/Amount learning/Mindstate fraction&lt;br /&gt;
  Targeted Magic:   38 10.85% analyzing     (18/34)&lt;br /&gt;
 &lt;br /&gt;
 Time Development Points: 178  Favors: 15  Deaths: 5  Departs: 3&lt;br /&gt;
 Overall state of mind: clear&lt;br /&gt;
&lt;br /&gt;
Targeted magic is the skill that&#039;s training, 38 is how many ranks you have in it. 10.85% is the amount of experience you have in that current rank, meaning you need 89.15% more to reach 39th rank. Analyzing is the RP way of saying you have (18/34) experience pool. &lt;br /&gt;
&lt;br /&gt;
Experience pools are what drain and give you experience. Every action you take (if it&#039;s difficult enough to train you) adds to that pool. As time progresses, that pool will pulse down and add to your 10.85% until it reaches 100% and you receive a new rank.&lt;br /&gt;
&lt;br /&gt;
When you train, a 34/34 is the most you can pool together at once. Training beyond that is just a waste of time. If something is at 34/34 or even 33/34 pick something else to train. You will learn to maximize your time efficiently.&lt;br /&gt;
&lt;br /&gt;
So, hopefully your outdoorsmanship skill and whatever class you&#039;re in is training nicely by now.&lt;br /&gt;
&lt;br /&gt;
The next thing to do is to start picking skills that you would like to train. As Warmages and as mentioned above, we have circle requirements that need to be met but can be met in a variety of different ways.&lt;br /&gt;
&lt;br /&gt;
==Your Skills==&lt;br /&gt;
&lt;br /&gt;
You need to train 3 magic skills to reach circle 5.&lt;br /&gt;
&lt;br /&gt;
These skills will be Targeted Magic, Attunement and Arcana. Targeted magic will be trained once you start using your spells to kill things. Attunement is trained by &#039;powerwalking&#039; and is described below. The last, Arcana can be trained both in and out of combat. Typically this is trained by using cambrinth. &lt;br /&gt;
&lt;br /&gt;
The Warmage guild sells cambrinth rings. They&#039;re extremely low level stuff. Everyone can use them. They are prohibitively expensive for new players, however (2.5 gold). If you have the money from collecting sticks or even hunting rats/louts purchase one (from Gauthus: go arch, climb stair, east, go wood door, go iron door &#039;buy camb ring&#039;). There may be a few on the donation shelf inside the guild. (From Gauthus go arch, climb stair, east, go wood door, go marble arch and then look on rack, I try to keep a few in stock for free there). Or, as a last resort you can ask someone in front of the Warmage guild to purchase one for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Your Magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first and easiest one to train is powerwalking. To do this, simply use &#039;perc&#039; in a room you currently occupy. Once the roundtime is up, move to another room and use &#039;perc&#039; again. Keep moving to new rooms and using the &#039;perc&#039; command to train this.&lt;br /&gt;
&lt;br /&gt;
Arcana is the next one. This can be trained both in and out of combat. To train arcana, remove that cambrinth ring you just acquired and prepare a spell (I&#039;ll assume you&#039;re in combat).&lt;br /&gt;
&lt;br /&gt;
target fs 1&lt;br /&gt;
&lt;br /&gt;
charge camb ring 2&lt;br /&gt;
&lt;br /&gt;
invoke camb ring&lt;br /&gt;
&lt;br /&gt;
Wait for the spell to be fully targeted. &lt;br /&gt;
&lt;br /&gt;
Cast&lt;br /&gt;
&lt;br /&gt;
If we want to do that in script form we would use:&lt;br /&gt;
&lt;br /&gt;
 start:&lt;br /&gt;
 match start ...wait&lt;br /&gt;
 match combat [You&#039;re&lt;br /&gt;
 match combat melee&lt;br /&gt;
 match combat combat&lt;br /&gt;
 match start Roundtime:&lt;br /&gt;
 put kick pile&lt;br /&gt;
 put collect rock&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 combat:&lt;br /&gt;
 put target fs&lt;br /&gt;
 put charge my camb ring 2&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 put invoke my camb ring&lt;br /&gt;
 waitfor formation of a targeting&lt;br /&gt;
 goto cast&lt;br /&gt;
 &lt;br /&gt;
 cast:&lt;br /&gt;
 match cast ...wait&lt;br /&gt;
 match arrange Roundtime&lt;br /&gt;
 put cast&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 arrange:&lt;br /&gt;
 match arrange ...wait&lt;br /&gt;
 match arrange Roundtime&lt;br /&gt;
 match combat what?&lt;br /&gt;
 match skin arranged as much&lt;br /&gt;
 match loot cannot be skinned.&lt;br /&gt;
 pause&lt;br /&gt;
 put arrange&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 skin:&lt;br /&gt;
 pause&lt;br /&gt;
 put skin&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 put empty left&lt;br /&gt;
 goto loot&lt;br /&gt;
 &lt;br /&gt;
 loot:&lt;br /&gt;
 pause&lt;br /&gt;
 put loot&lt;br /&gt;
 put hunt&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 goto expcheck&lt;br /&gt;
 &lt;br /&gt;
 expcheck:&lt;br /&gt;
 match done (34/34)&lt;br /&gt;
 match done (33/34)&lt;br /&gt;
 match start EXP HELP&lt;br /&gt;
 put skill tm&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 done:&lt;br /&gt;
 echo ***DONE WITH TM!***&lt;br /&gt;
&lt;br /&gt;
Training arcana in conjunction with targeted is a good habit to get into and whatever scripts you write should reflect this. Eventually you&#039;ll be able to charge the ring (and later an armband) without holding it in your hand. When you get Ethereal Shield (ES) and you begin training warding, use the ring for those casts as well.&lt;br /&gt;
&lt;br /&gt;
You need to train summoning at all circles.&lt;br /&gt;
&lt;br /&gt;
As a Warmage your guild specific ability is summoning. In order to use this, you must align to an element first. The spell you chose will determine what alignment you want. If you chose fire shards use &#039;align fire&#039; or &#039;align electricity&#039; if you chose gar zeng and so on. &lt;br /&gt;
&lt;br /&gt;
This choice is not permanent so you needn&#039;t agonize over it. You&#039;ll receive a long roundtime and once it&#039;s finished you can begin using &#039;summon admittance&#039; to build your charge. Once maxed you can use &#039;summon impedance&#039; to reduce it. &lt;br /&gt;
&lt;br /&gt;
Until 4th circle this is the only way to train summoning other than classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAPONS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You only need 1 weapon skill to reach 5th circle. However, as you progress through the guild you will start to need 2 weapons and then eventually 3. It is better to train at LEAST three right from the start but I suggest 4 or 5.&lt;br /&gt;
&lt;br /&gt;
Your weapons are a reflection of who your character is. Is he a dagger totting stealthy mage? Or a greataxe throwing juggernaut? Or a mixture of the two? Or neither...it&#039;s all up to you.&lt;br /&gt;
&lt;br /&gt;
These are very personal choices but I will make some suggestions. Heavy Thrown is easy to train and pairs nicely with our spells. When we target something, it takes time for it to be fully targeted, all the while throwing hammers at your victim to keep them occupied, stunned or just flat out kill them.&lt;br /&gt;
&lt;br /&gt;
I do not recommend small edge. This is an enticing skill as the low roundtimes make it easy to train but as you grow stronger and get more circles, you&#039;ll be grateful that you picked a heavier weapon.&lt;br /&gt;
&lt;br /&gt;
Polearms can be used to train both the polearm skill and the heavy thrown skill. A spear is a piercing weapon but if you use &#039;lob&#039; instead of &#039;throw&#039; it will never stick in your target and thus can be used like a throwing hammer.&lt;br /&gt;
&lt;br /&gt;
Heavy edged/2 handed edge are difficult to swing, but the damage behind them makes up for it even just starting out and later you&#039;ll be glad you toughed it out.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons (bows, crossbows and slings) if you do choose to take up a ranged weapon I would suggest crossbow but they are of a limited use to us due to the roundtimes involved versus how we could be spending that time preparing other spells. &lt;br /&gt;
&lt;br /&gt;
Brawling is the easiest weapon skill to train and has a variety of tactical with grappling and shoving.&lt;br /&gt;
&lt;br /&gt;
In order to get these weapons you can use &#039;dir weaponsmith&#039; or try to find a friendly Warmage that wants to help out a new member.&lt;br /&gt;
&lt;br /&gt;
An example of a weapon script:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 start:&lt;br /&gt;
 match start ...wait&lt;br /&gt;
 match combat [You&#039;re&lt;br /&gt;
 match combat melee&lt;br /&gt;
 match combat combat&lt;br /&gt;
 match start Roundtime:&lt;br /&gt;
 put kick pile&lt;br /&gt;
 put collect rock&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 combat:&lt;br /&gt;
 put feint&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 put feint&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 put slice&lt;br /&gt;
 wait&lt;br /&gt;
 pause&lt;br /&gt;
 goto expcheck&lt;br /&gt;
 &lt;br /&gt;
 expcheck:&lt;br /&gt;
 match done (34/34)&lt;br /&gt;
 match done (33/34)&lt;br /&gt;
 match start EXP HELP&lt;br /&gt;
 put skill %1&lt;br /&gt;
 matchwait&lt;br /&gt;
 &lt;br /&gt;
 done:&lt;br /&gt;
 echo ***DONE WITH TM!***&lt;br /&gt;
&lt;br /&gt;
The line &#039;put skill %1&#039; is using a variable &#039;%1&#039;. So if we named this script &#039;weapon&#039; and we were trying to train a polearm the correct way to start the script would be &#039;.weapon polearm&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in writing your own scripts, try to add the arrange and skin command groups from the targeted script above to this one so that it will also skin your kills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARMOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, you have the weapons you want to train, now it&#039;s on to armor.&lt;br /&gt;
&lt;br /&gt;
Armor comes in a few different flavors. Light armor, chain armor, brigandine armor and plate armor. As was mentioned above, most Warmages now choose chain armor or light armor. As an armor tertiary guild (we learn and benefit from armor the least) it&#039;s difficult to mix armors without a large penalty. That being said, leather torso protection with chain gloves and helmet is not rare. This allows you to learn two skills at once.&lt;br /&gt;
&lt;br /&gt;
In order to buy new or more armor you can use &#039;dir armory&#039; (it&#039;s right next door to the weaponsmith). While you&#039;re in the armory, you need a shield. &lt;br /&gt;
&lt;br /&gt;
A shield is not required to reach 5th circle. However you will be hugely ineffective if you don&#039;t train it.&lt;br /&gt;
&lt;br /&gt;
A target shield from the armory is a great option. They can be used while worn (freeing up your hands) and are cheap.&lt;br /&gt;
&lt;br /&gt;
In order to wear the shield properly it needs to be adjusted. Use &#039;adjust shield&#039; and then &#039;wear shield&#039;&lt;br /&gt;
&lt;br /&gt;
That takes care of armor and weapon skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LORE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next is your lore skills you need 3 total to advance in the guild.&lt;br /&gt;
&lt;br /&gt;
Scholarship is the first of these and is required. This can be trained at first by listening to classes, and later on by studying compendiums of varying difficulties.&lt;br /&gt;
&lt;br /&gt;
Your other two lores will depend on your play style. Tactics is learned in combat and is very easy to train with brawling. I highly recommend choosing tactics as one of your lore skills. In order to learn tactics simply &#039;analyze&#039; while facing something in combat. You will find a weakness in the enemies defenses that you can exploit but using a combination of attacks. The attacks must connect and must do a little bit of damage in order to be counted towards the analyze goal. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;analyze&lt;br /&gt;
You reveal a moderate weakness in a hulking Xala&#039;shar conjurer&#039;s defense.&lt;br /&gt;
Armor reduction can be inflicted upon the enemy by landing a draw and a feint.&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
&lt;br /&gt;
I would draw and then feint in order to learn tactics. A slower way of learning tactics is to use the commands &#039;circle, bob or weave&#039;. It&#039;s slow but it&#039;s really easy to script compared to analyzing.&lt;br /&gt;
&lt;br /&gt;
Your last lore is up to you. Mechanical lore is going to be undergoing changes in the future. But the skills you gain in mechanical lore can be put towards any crafting skill you want later on. You can train mechanical lore by braiding grass.&lt;br /&gt;
&lt;br /&gt;
Simply &#039;forage grass&#039; and then &#039;braid my grass&#039; Periodically it will say you need more material to continue, just forage more grass and keep braiding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On to survivals. You need 4 survivals. One of these will probably be outdoorsmanship. Outdoorsmanship is trained by foraging items. Once you reach 9 - 10 ranks of outdoorsmanship you can begin &#039;collect rocks&#039; this collects a pile of rocks that you can disperse with &#039;kick pile&#039; or &#039;kick rock&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ALWAYS KICK YOUR PILES. It&#039;s considered rude to leave piles unkicked and eventually the room will become too cluttered to forage in anyway.&lt;br /&gt;
&lt;br /&gt;
While doing this you&#039;ll also be training perception. That&#039;s two down. Evasion will be one, can&#039;t be in combat without learning it and athletics should be fourth. You can find a few scripts on this website to help with athletics training.&lt;br /&gt;
&lt;br /&gt;
You just copy/paste into the script window and away you go.&lt;br /&gt;
&lt;br /&gt;
You&#039;re going to want to train more survivals than that but those are the four easiest and necessary.&lt;br /&gt;
&lt;br /&gt;
Alright...we know what we want to train. Lets start some combat.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
There are several things you&#039;ll want to do before you jump into rats or louts. Right now your stance is all messed up.&lt;br /&gt;
&lt;br /&gt;
Use &#039;stance&#039; to see.&lt;br /&gt;
&lt;br /&gt;
You are currently using 100% of your evasion skill.&lt;br /&gt;
&lt;br /&gt;
You are currently using 0% of your shield block skill.&lt;br /&gt;
&lt;br /&gt;
You are currently using 80% of your weapon parry skill.&lt;br /&gt;
&lt;br /&gt;
You are attacking with 100% of your offensive skill.&lt;br /&gt;
&lt;br /&gt;
Parry is a required skill, shield is so highly needed that it might as well be. Right now you&#039;re using 0% of your shield skill. It will not be trained because you&#039;re not using it.&lt;br /&gt;
&lt;br /&gt;
At your current level you can only use 180% and never more than 100% in a single skill. So you have to prioritize.&lt;br /&gt;
&lt;br /&gt;
Evasion is tertiary for us...and trains the whole time you&#039;re at melee in combat. It&#039;s also the strongest of the three defenses. Better to block than get hit, better to avoid than block. &lt;br /&gt;
&lt;br /&gt;
For a Warmage your stance should look something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are currently using 80% of your evasion skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
You are currently using 40% of your shield block skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
You are currently using 60% of your weapon parry skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
You are attacking with 100% of your offensive skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally better to train parry or shield at once, but this is an easy way to set it and forget about it if you don&#039;t want to worry about stance changing.&lt;br /&gt;
&lt;br /&gt;
You change this by using &#039;stance evasion 80&#039; &#039;stance parry 60&#039; &#039;stance shield 40&#039; or using &#039;stance 80 60 40 100&#039; (stance evasion parry shield attack)&lt;br /&gt;
&lt;br /&gt;
Some important things to remember: If you&#039;re stanced to parry at all...you can&#039;t parry if you don&#039;t have a weapon in your hand unless you&#039;re wearing a parry stick. Parry sticks work like worn shields. They allow you to parry attacks while still keeping your hands free. These are relatively cheap and can be purchased at the weaponsmith, use &#039;DIR weaponsmith&#039; to get there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some tips and tricks on stances:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can save custom stances and revert to them by using &#039;stance shield&#039; &#039;stance parry&#039; and so on. Use &#039;stance help&#039; for a complete list of options.&lt;br /&gt;
&lt;br /&gt;
We have our parry stick, we&#039;re stanced the right way. Lets go kill something.&lt;br /&gt;
&lt;br /&gt;
Use &#039;dir shipyard&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve reached the shipyard find a room that is unoccupied or find a friendly person to hunt with. Rats will spawn periodically and give you some much needed combat experience.&lt;br /&gt;
&lt;br /&gt;
Depending on the weapons you&#039;ve chosen, you&#039;ll most likely have to be at melee range to hit the critters. When you see a rat you can attack from range or get up close and personal. &#039;Advance rat&#039; to get in close. Even if you don&#039;t do this, the rat likely will. &lt;br /&gt;
&lt;br /&gt;
So, weapons and their combinations are fairly straight forward. If you have a sword it&#039;s a slicing weapon for the most part. That means you can use &#039;feint&#039; to build balance and &#039;slice&#039; to hit hard. Incredibly balanced is a great time to use &#039;slice&#039;. If you&#039;re using a spear, you can use &#039;jab&#039; to build balance and &#039;thrust&#039; to hit hard. You&#039;ll figure out your own combinations and preferences for for now, those will work.&lt;br /&gt;
&lt;br /&gt;
Next is your targeted magic. This is the meat and potatoes of being a Warmage. I will assume you got fire shards and use it as the example.&lt;br /&gt;
&lt;br /&gt;
&#039;target fs&#039;&lt;br /&gt;
&lt;br /&gt;
This will begin targeting either what you&#039;re facing or if that&#039;s dead, it will target the next creature. You will see a bunch of blue blocks in the typing area of your interface. That&#039;s counting down the time it takes to properly target the spell.&lt;br /&gt;
&lt;br /&gt;
Once the spell is targeted completely you can &#039;cast&#039; it. If the pesky rat is still alive, keep at it. &lt;br /&gt;
&lt;br /&gt;
Some of the things you can do while your spell is targeting include &#039;hide&#039; &#039;hunt&#039; attack with your weapons, &#039;perc&#039;. Experiment with what you want to train and you can make a lot of use of this in-between time.&lt;br /&gt;
&lt;br /&gt;
So you killed your first rat. You&#039;re going to need money. One way to do this is to learn skinning. You need an edged weapon in your hand (or worn preferably) to &#039;skin&#039;. Rats are easy to skin though so you may also want to &#039;arrange&#039; first. This will make the rat harder to skin (making it train more) while also making the skin you get from it more valuable .&lt;br /&gt;
&lt;br /&gt;
Once you have your skin, put it in your backpack...or if someone tipped you off, bundle it with a rope you got from the tannery for free. Simply &#039;dir tannery&#039; and then &#039;ask falken for rope&#039;&lt;br /&gt;
&lt;br /&gt;
Once the item is bundled with the rope you can wear the bundle and any future success in skinning will automatically be bundled with it provided there is room.&lt;br /&gt;
&lt;br /&gt;
This can be a little dangerous for new players as bundles tend to get heavy but using &#039;info&#039; to keep an eye on your encumbrance just takes a little practice.&lt;br /&gt;
&lt;br /&gt;
Now. We&#039;re all locked up or we&#039;re pooped from hunting. There are some things you want to take note of. Did your fatigue get below 50%? Were you encumbered when you started hunting? Are you annoyed with how hard it is to hide on things?&lt;br /&gt;
&lt;br /&gt;
== TDPS ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Generally speaking, strength and stamina are your top priorities for your first five circles. Depending on what race you chose this might be easier or harder on you. Never choose a race based on the difficulty or ease of stat building. Every race requires the same amount of TDP&#039;s to get all 100&#039;s. Pick a race that you WANT to roleplay.&lt;br /&gt;
&lt;br /&gt;
Your short term TDP goals are to get everything except charisma to 15. By 5th circle you want to be moving towards getting everything but charisma to 20. Charisma becomes more valuable later but for right now, ignore it.&lt;br /&gt;
&lt;br /&gt;
Look up the various stats (do not trust what the in game tooltips say about them, look them up on elanthipedia) and see what caters to your needs. &lt;br /&gt;
&lt;br /&gt;
Discipline is a big part of Warmage stats but if you can&#039;t swing your weapons fast enough or they&#039;re wearing you out, stamina and strength become very important as well.&lt;br /&gt;
&lt;br /&gt;
Remember...all your TDP choices at the beginning of your career might seem to be big decisions but they quickly become less and less of a big deal as you figure out what you need and you gain circles.&lt;br /&gt;
&lt;br /&gt;
==Spell Choices Early on==&lt;br /&gt;
&lt;br /&gt;
These depend on the original spell you chose. &#039;&#039;&#039;Keep in mind these are suggestions.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Some suggestions:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Book:&#039;&#039;&#039; (EXTREMELY RECOMMENDED, SERIOUSLY JUST DO FIRE BOOK)&lt;br /&gt;
&lt;br /&gt;
Fire Shards (FS)    1st Circle&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shield (ES)    2nd Circle (Warding)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ignite 4th Circle (Utility)&amp;lt;br /&amp;gt;&lt;br /&gt;
Substratum   5th Circle (Augmentation) &amp;lt;br /&amp;gt;&lt;br /&gt;
Mark of Arhat (MOA)   6th Circle (Debilitation)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Book:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Air Lash (ALA)    1st Circle&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shield (ES)     2nd Circle (Warding)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tailwind (TW)     3rd Circle (Augmentation)&amp;lt;br /&amp;gt;&lt;br /&gt;
Zephyr   4th Circle (Utility)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water Book:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Geyser 1st Circle&amp;lt;br /&amp;gt;&lt;br /&gt;
Ethereal Shield (ES)     2nd Circle (Warding)&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice Patch (IP)     4th Circle (Debilitation)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth Book:&#039;&#039;&#039; (Recommend against using)&lt;br /&gt;
&lt;br /&gt;
Stone Strike (STS)    1st Circle&amp;lt;br /&amp;gt;&lt;br /&gt;
Anther&#039;s Call (Anther) 2nd Circle (Debilitation)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sure Footing (SUF)   5th Circle (Augmentation)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electricity Book:&#039;&#039;&#039; (Recommend against using)&lt;br /&gt;
&lt;br /&gt;
The electricity book is mostly targeted magic, offering little variety. You will need to diversify with another spell book to cover all the magic skills. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At no time should you get a second 1st tier spell.&#039;&#039;&#039; That means don&#039;t get FS with GZ, ALA, Geyser etc. Pick one book and stick with it. The exception to this being Ethereal Shield (ES) and Substratum as they are independently needed and useful.&lt;br /&gt;
&lt;br /&gt;
At 8th circle you will get a free spell called Elementalism that will remove the requirement for the other books. So instead of needing Air Lash to get Tailwind, you can just get Tailwind because you have Fire Shards and Elementalism.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t want to waste a spell slot because you became too impatient to wait for the other books to open up.&lt;br /&gt;
&lt;br /&gt;
==Your first Pathway==&lt;br /&gt;
&lt;br /&gt;
The first pathway every Warmage gets is Pathway Damage, it has a fire alignment and we quest for it at 4th circle. This pathway makes summoning training much easier. You can train it in combat even.&lt;br /&gt;
&lt;br /&gt;
In order to get the quest from Gauthus just &#039;ask gauth for quest&#039;. He&#039;ll give you a task to complete, likely for a frog skin. You can recruit an elder mage to help you or check the quest notes on Elanthipedia to figure out how to proceed. &lt;br /&gt;
&lt;br /&gt;
Once the quest is completed you&#039;ll be able to use your first pathway. In order to use a pathway you have to have a small amount of charge. Again, this can be gained by either using &#039;summon admittance&#039; or casting spells from the book you&#039;re aligned to. &lt;br /&gt;
&lt;br /&gt;
Now, you see where the fireshards come in? If you&#039;re casting fire shards over and over, you&#039;re gaining elemental charge, which means while you&#039;re in combat you can gain enough charge to start and maintain the pathway damage.&lt;br /&gt;
&lt;br /&gt;
Use &#039;path focus damage&#039; to begin a pathway. You can train summoning now in combat. In the targeting script above add:&lt;br /&gt;
&lt;br /&gt;
 put path foc damage&lt;br /&gt;
&lt;br /&gt;
just above the &lt;br /&gt;
 &lt;br /&gt;
 put target fs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=443732</id>
		<title>Moon Mage new player guide</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Moon_Mage_new_player_guide&amp;diff=443732"/>
		<updated>2016-05-19T23:13:17Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Training Philosophy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|Kraggur&#039;s Moon Mage Guide}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
===What Is This Guide?===&lt;br /&gt;
&lt;br /&gt;
This guide is intended primarily for players new to both DragonRealms and to the Moon Mage guild. The purpose of this guide is to synthesize a breadth of information from other sources in a relatively concise presentation, so that the new Moon Mage player can decide which skills to train and receive some guidance on how to do so. While some overlap is unavoidable, this guide does not seek to replace the [[General_new_player_guide|New Player Guide]] and it is recommended that a totally green player start there. &lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
Welcome to the Moon Mage guild. Here, you’ll find elegance, cleverness, a connection with something greater than the mere antics of a small world in a vast cosmos. If you want to make your foes explode in a shower of fire and ice, this guild isn’t for you. If you want to rely on the power of fickle Immortals, this guild isn’t for you. If you want to bludgeon your enemies to death with a clumsy weapon of steel, this guild isn’t for you. If, on the other hand, you want to twist the very fabric of fate to your advantage, pick apart the subtle insecurities in your foes subconscious, and bend time and space to your very whim, then oh yes, you have come to the right place. &lt;br /&gt;
&lt;br /&gt;
The path of the Moon Mage is not one of blood and glory and conquest, but rather of careful study, precise deliberation, and decisive action. We are the purveyors of the stars, of immense and ancient forces, predictable with enough study, but never controllable. Your power will wax with the rising of the three moons of Elanthia, and will wane with their setting. As you grow in power, you will learn to read the skies to your benefit and your enemy’s detriment, to cross the entire breadth of the lands in a moment. Welcome to being a Moon Mage.&lt;br /&gt;
&lt;br /&gt;
===Signature Guild Abilities===&lt;br /&gt;
&lt;br /&gt;
One of the hallmarks of the Moon Mage is her connection to the [[Plane_of_Probability|Plane of Probability]]. By studying the heavenly bodies, she is able to catch obscure glimpses of future events, permitting her to make [[Predictions|predictions]] to help her and her allies, or curse her foes. She has access to a unique form of [[Moon_Mage_Enchanting|enchanting]], used to inscribe the sigils of celestial bodies, rendering mundane objects into powerful magical artifacts. &lt;br /&gt;
&lt;br /&gt;
The most famous attribute of the Moon Mage, though, is her capacity to travel great distances in the blink of an eye. At first, she may only have the power to [[Teleport]] herself a short distance to a strategically-placed [[Focus_Moonbeam|Moonbeam]], perhaps one that she has [[SM|shifted]] to a friend she has [[Locate|located]]. With training, she will soon find herself able to open a [[Moon Gate]], permitting others to travel as she does. An experienced Moon Mage can [[Astral_travel|enter and exit]] the [[Astral Plane]] through the shards of the shattered moon [[Grazhir]], connecting far-flung regions of the realms via a short (though incredibly dangerous) sojourn through another dimension. This art has the perhaps misleadingly tranquil name of [[Astral_Travel|Walking the Ways]]. Powerful mages can [[Astral_travel|Walk the Ways]] from anywhere; these are true masters of inter-planar travel. The strongest of the Moon Mages can open [[Riftal_Summons|rifts]] as if from thin air, permitting those on the other side to pass through to the mage&#039;s location. &lt;br /&gt;
&lt;br /&gt;
These powerful gifts come at great risk - making contact with another plane is an exercise fraught with peril. A momentary lapse in focus, the smallest of distractions, or the slightest mistake can all lead to a violent and fatal end.&lt;br /&gt;
&lt;br /&gt;
===Roleplaying your Moon Mage ===&lt;br /&gt;
&lt;br /&gt;
There is a multitude of ways to shape the personality of your moon mage. Othoreke is a bookish gnome who spends all of his time in libraries and observatories, searching for answers to questions he has long ago forgotten - or was it that he hasn&#039;t thought of them yet? Though he largely eschews combat, he is no stranger to pain, having been torn limb from limb in the [[Astral_Plane|Astral Plane]] more times than he can remember (though his memory is not what used to be), in his insatiable desire for greater and deeper knowledge. Beran is a Shaman from the Arid Steppe. A hunter and a tracker by nature, she is as skilled with a spear and a bow as she is with magical attacks. Preferring the open sky to a musty library, she is a scholar of the wilds and of the forces of nature; she goes where the stars guide her. Shhneri aar&#039;Lanth is a Tezirite, drawn to the darker aspects of Lunar Magic, whose predilection for [[Teleologic_Sorcery|Teolologic Sorcery]] draws the ire of many of her mage counterparts too blinded by prejudice to see the true potential of her work. No matter, their ignorance may well prove to be their downfall.&lt;br /&gt;
&lt;br /&gt;
Moon Mage lore is vast and immersive. Here we point you to some key information that you might find useful in shaping your character&#039;s personality and history.&lt;br /&gt;
&lt;br /&gt;
==== Sects ====&lt;br /&gt;
The Moon Mage guild was originally founded by six groups, or [[sects]], of magic users that were unified by their prophetic ability and use of lunar magic during en event known as the [[Lunar Accord]]. Each [[sects|sect]] had a unique philosophic approach to the use of these abilities, and many of these differences persist to the present at least in part to the relatively recent [[Mirror_Wraith_Prophecy|re-emergence of the original sects]]. Although not every (or even most) students choose to join one of the [[sects]], studying the philosophy of at least one is an excellent way to explore ones&#039; own relationship with fate.&lt;br /&gt;
&lt;br /&gt;
These sects are:&amp;lt;br/&amp;gt;&lt;br /&gt;
*The [[Celestial_Compact|Celestial Compact]] is a group of astrologers and politicians who seek to shape [[Kermoria]] with their knowledge of the future.&lt;br /&gt;
*The [[Fortune&#039;s_Path|Followers of Fortunes Path]] are often carefree, but occasionally fatalistic, wanderers who strive to follow the whims of fate.&lt;br /&gt;
*The [[Monks of the Crystal Hand]] are stoic and ascetic seekers of transcendence.&lt;br /&gt;
*The [[Nomads_of_the_Arid_Steppe|Nomads of the Arid Steppe]] are an association of tribesmen who seek guidance from  the stars and their ancestors.&lt;br /&gt;
*The [[Progeny_of_Tezirah|Progeny of Tezirah]] are masters of both shadow magic and backroom politics.&lt;br /&gt;
*The [[Prophets_of_G&#039;nar_Peth|Prophets of G&#039;nar Peth]] are seekers of Esoteric knowledge who many believe are afflicted with madness.&lt;br /&gt;
*[[Heritage House]] is an emergent [[sects|sect]] that strives to unify the divergent perspective of the guild into a single coherent philosophy.&lt;br /&gt;
&lt;br /&gt;
==Training Philosophy==&lt;br /&gt;
This guide focuses on developing a balanced and powerful Moon Mage, and as such we will be recommending significantly more skills than the minimum required to circle, which is seven magic skills, five survival skills, three lore skills, and additionally Astrology and Scholarship (for details see the [[Moon_mage#Circle_Requirements| relevant section of the Moon Mage Page]]). Circling gives you Time Development Points, spell slots, and access to more powerful spells, but does not give you any advantage to the application of those skills. For example, the [[Moongate]] spell stipulates that you be circle 25 to learn it, but it will do you no good to rush to this circle if your [[Utility]] skill is too low to cast the spell when you get there.&lt;br /&gt;
&lt;br /&gt;
Moon Mages have [[Magic_skillset|Magic]] as their primary skillset, [[Survival]] and [[Lore_Skillset|Lore]] as their secondary skillsets, and [[Weapons_skillset|Weapons]] and [[Armor_skillset|Armor]] as their tertiary skillsets. A common misconception, from which you ought to rid yourself immediately should you share in it, is that tertiary skills are not worth training. Before deciding which skills to train and which to ignore, it would behoove you to understand exactly what it means for a skill to be primary, secondary, or tertiary. This information is in the [[Skillsets]] and [[Experience]] pages, but we will summarize it here. Relative to a secondary or primary skill, a tertiary skill has a smaller experience pool which will pulse more slowly. As a consequence, if you train a tertiary and primary skill to mindlock, the primary skill will clear faster, and give you more ranks when it does, than the tertiary skill. Furthermore, there are certain &amp;quot;perks&amp;quot; associated with each skillset being secondary or primary; for example, armor secondaries will gain more stance points and suffer less hindrance per rank in a given armor than will armor tertiaries. You should not let these facts deter you from training tertiary skills, however. Aside from being useful in their own right, many skills synergize well with skills from other skillsets, which means that training certain tertiary skills can actually help you better train other primary skills. For example, you will find it easier to train your targeted magic and debilitation spells if your armor and parry skills let you survive in combat longer.&lt;br /&gt;
&lt;br /&gt;
As a summary, here is a comprehensive list of the skills we will recommending, arranged by skillset:&lt;br /&gt;
&lt;br /&gt;
* [[Magic_skillset|Magic]]: [[Astrology]], [[Attunement]], [[Arcana]], [[Utility]], [[Augmentation]], [[Warding]], [[TM|Targeted Magic]], [[Debilitation]]&lt;br /&gt;
* [[Survival]]: [[Evasion]], [[Stealth]], [[Perception]], [[Skinning]], [[Locksmithing]], [[Athletics]], [[Outdoorsmanship]], [[First Aid]]&lt;br /&gt;
* [[Lore_skillset|Lore]]: [[Scholarship]], [[Appraisal]], [[Tactics]]&lt;br /&gt;
* [[Weapon_skillset|Weapons]]: [[Parry]], [[Missile_Mastery|Missile Mastery]], [[Melee_Mastery|Melee Mastery]], [[Small_Edged|Small Edged]], [[Small_blunt|Small Blunt]], [[Light_thrown|Light Thrown]], [[Bow_skill|Bow]], [[Crossbow_skill|Crossbow]], [[Slings_skill|Sling]]&lt;br /&gt;
* [[Armor_skillset|Armor]]: [[Defending]], [[Shield_skill|Shields]], [[Light_Armor|Light Armor]], [[Chain_Armor|Chain Armor]], [[Brigandine_armor|Brigandine armor]], [[Plate_armor|Plate armor]]&lt;br /&gt;
&lt;br /&gt;
==[[Combat]]==&lt;br /&gt;
&lt;br /&gt;
The primary focus of many Moon Mages may not be combat, but you should not let this deter you if you want to train &#039;&#039;your&#039;&#039; Moon Mage to hunt. While it is true that both weapons and armor are tertiary skillsets for you, you have other advantages that will help you; mainly, you have access to a number of strong combat spells from all five spell skills, and you have [[Evasion]], [[Stealth]] and [[Tactics]] as secondary skills. The key to successful hunting is to take advantage of your strengths to bolster your weaknesses.&lt;br /&gt;
&lt;br /&gt;
===Non-Magical Defenses===&lt;br /&gt;
&lt;br /&gt;
The non-magical defensive skills can be grouped into five categories:&lt;br /&gt;
&lt;br /&gt;
* The [[Armor]] Skills, including [[Light_Armor_skill|Light]], [[Chain_Armor_skill|Chain]], [[Brigandine_Armor_skill|Brigandine]], and [[Plate_Armor_skill|Plate]] armor skills&lt;br /&gt;
* The [[Shield_skill|Shield Usage skill]]&lt;br /&gt;
* The [[Defending_skill|Defending skill]]&lt;br /&gt;
* The [[Parry]] skill&lt;br /&gt;
* The [[Evasion]] skill&lt;br /&gt;
&lt;br /&gt;
Of these, the only one that is &#039;&#039;&#039;not&#039;&#039;&#039; tertiary for the Moon Mage is [[Evasion]], which means this will be your strongest non-magical defense. However, the other skills can still be very useful to you if you train them and use them correctly. Because their ranks will be lower than your [[Magic]] and [[Survival]] combat skills, you will need to take extra care to make sure you are using these skills to effectively complement your combat abilities. Doing so can permit you to train these skills at level, rather than back-back train them, which means more efficient training. To do this you&#039;ll need a thorough understanding of combat mechanics. We discuss this next.&lt;br /&gt;
&lt;br /&gt;
===Balance, Position, and Tactics===&lt;br /&gt;
It is highly recommended that you read through the [[Combat]] and [[Tactics]] pages. We will briefly cover the most salient points here. Both [[Parry]] and [[Evasion]], as well as your chances of landing a successful hit, depend on your [[Combat#Balance_and_Position|balance and position]]. Balance, in turn, is determined by the type of attacks you make and the weapon you use, and position is a measure of the difference between your balance and your opponent&#039;s. You want to make sure that you keep your balance as high as possible, by using the right weapon and choosing the right types of attacks, and that your opponents&#039; balance is as low as possible, which you can influence through stuns and [[Tactics]]. This is not to say that you should avoid unbalancing attacks; these tend to do more damage and you should take advantage of that, but you do not want to stay in an unbalanced position for too long. After making an attack that hurts your balance, consider making balancing attacks until you have recovered. You should also be aware that retreating gives you a significant, though temporary, penalty to your defenses. [[Tactics]] is a secondary skill for you, and you should make full use of it to keep your opponent vulnerable and off-balance. Information about how different types of attacks influence your balance can be found in [[Combat#Maneuver_Chart|the relevant section]] of the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
===[[Weapons]] and [[Armor]]===&lt;br /&gt;
Armors and weapons tend to make for some of the most meaningful role-playing choices, and so we begin this section by reiterating that you should not let mechanics be the most important factor in your decisions. This is not to say that there&#039;s no such thing as a bad idea; if your heart is set on playing a gnome who wears full plate and fights with a two-handed maul, then you should very seriously consider joining a different guild. The weapons and armor we will recommend here are chosen to make your training easier, and we make every effort to explain why this is the case. The factors behind our motivation largely have to do with [[Hindrance|hindrance]], [[Combat#balance|balance]], and [[Encumbrance|encumbrance]]; in that order. &lt;br /&gt;
&lt;br /&gt;
====[[Weapons]]====&lt;br /&gt;
A good set of weapons to train for a starting moon mage is [[Small Edged]], [[Small Blunt]], and  [[Brawling]] for melee and [[Light Thrown]], [[Bow]], and [[Crossbow]] for ranged. The weapons that train these skills are less tiring to use, and are better for preserving or recovering balance. The consequences of this are that you will need to take fewer breaks to recover stamina, that you will hit more often, and critically, that you will be better able to maintain your position and hence get hit less often. Because almost all of your non-magical defensive skills are tertiary, this can make a big difference. Why train so many skills, as a weapons tertiary? Besides the TDPs, training multiple types of melee weapons is the best way to train [[Melee_Mastery|Melee Mastery]] (and likewise with ranged weapons for [[Missile_Mastery|Missile Mastey]]). These masteries give a bonus to any attack  that trains a melee or ranged skill, respectively. Training multiple weapons can keep your mastery skills well above the individual weapon skills, which helps to bridge the gap between your magical and non-magical combat skills. If you train at least three weapons, you can expect to see your mastery skill stay upwards of 120% of the ranks of your highest weapon. This provides a way to train all of your combat skills together, at level, if you wish to pursue this training path.&lt;br /&gt;
&lt;br /&gt;
====[[Armor]]====&lt;br /&gt;
Heavier armor provides more protection at the cost of [[Hindrance]]. The severity of this hindrance decreases as you get more ranks in the respective armor skill. Additionally, your guild influences how much certain armor types will hinder you; this is in addition to the effects of the skill being tertiary. As an armor tertiary, this means that it is going to be harder to use heavier armor, especially in the beginning.&lt;br /&gt;
&lt;br /&gt;
All of these considerations make [[Light_Armor_skill|Leather or Cloth armor (Light Armor)]] a good starting choice. You can swap in [[Chain_Armor_skill|Chain]] or even [[Brigandine_Armor_skill|Brigandine]] armor for the TDPs, or even to get enough ranks in them to wear more of these types of armor. Since you’ll probably want to use [[Stealth]] if you’re hunting, make sure you’re in [[Light_Armor_skill|Light Armor]] when you hide on your foes. It is recommended that you also use a small shield. Different physical defenses are better suited for different types of attacks, and shields are good at defending against ranged. This is useful, beyond just the TDPs.&lt;br /&gt;
&lt;br /&gt;
=== Magic in Combat ===&lt;br /&gt;
Moon Mages have access to a number of spells that make it easier to train Weapons and Armor skills. [[SEER|Seer’s Sense]] provides a large bonus to evasion; if you intend to train your mage in combat, do not overlook this spell. [[COL|Cage of Light]] provides damage absorption, and [[Shadows]] provides a bonus to Stealth. [[WD|Whole Displacement]] is a pulsing spell that will remove you from melee range; unlike retreating, it will not impose a defense penalty and will not fail (though it has a maximum pulse rate, and so you may still find yourself in melee for a time before it pulses again).&lt;br /&gt;
&lt;br /&gt;
You also have several stuns available early on; aside from training your magic skills, these can help relieve pressure in a combat situation by restraining one or more enemies. Starting out, look in to [[Calm]], [[Dazzle]], and [[Sleep]]. These spells are also all prerequisites for more powerful spells. Many of your [[TM|Targeted Magic]] spells, like [[Burn]] and [[DO|Dinazen Olkar]], also have a chance of inflicting a stun (especially when combined with effective use of the [[Tactics]] skill).  &lt;br /&gt;
&lt;br /&gt;
If you use your magic and tactics effectively, choose your weapons and armor wisely, and keep a close eye on your balance and position, you will find that training your Moon Mage in combat is not as difficult as you may have expected.&lt;br /&gt;
&lt;br /&gt;
==[[Magic|Magic Skills]]==&lt;br /&gt;
To circle you will eventually need to train every magic skill accessible to you except for [[Sorcery]]. There are eight of these, counting the unique guild skill [[Astrology]]. &lt;br /&gt;
&lt;br /&gt;
===Training [[Astrology]]===&lt;br /&gt;
The guild skill is [[Astrology]], which is trained by observing the cosmos and making [[predictions]].&lt;br /&gt;
&lt;br /&gt;
====Useful spells====&lt;br /&gt;
The following spells will aid in stargazing, so use them if you can:&lt;br /&gt;
&lt;br /&gt;
* [[Clear Vision]]&lt;br /&gt;
* [[Piercing Gaze]] (helps see through clouds)&lt;br /&gt;
* [[Aura Sight]] (boosts Astrology)&lt;br /&gt;
&lt;br /&gt;
====Observing the cosmos====&lt;br /&gt;
You can start by {{com|OBSERVE}} {{tt|SKY}}, which will show you all the celestial objects you can perceive. You cannot immediately observe all objects in the sky, however. As you circle, your guild leader will teach you how to understand more and more celestial objects. To make an observation, just {{com|OBSERVE}} {{tt|&amp;lt;target&amp;gt;}}. Keep in mind that when just starting out daytime gazing will be much easier, the easiest observation is {{com|OBSERVE}} {{tt|SUN}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; There is a 2 minute cooldown on observations of celestial objects. &amp;lt;br /&amp;gt;&lt;br /&gt;
Highlighting the observation cooldown timer message below will help you maintain consistent and regular astrology training. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;You feel you have sufficiently pondered your latest observation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of celestial object governs a skillset: Defense, Event, Lore, Magic, Offense, Survival and All. Each time you observe an object, it adds a bit of knowledge to a prediction pool of that skillset. If you {{com|PREDICT}} {{tt|STATE &amp;lt;skillset&amp;gt;}}, you will see how much you have learned about that skillset from observing the heavens. Detailed information about heavenly bodies, what skillsets they govern, and when they are visible is captured in the [[Star chart|star chart]].&lt;br /&gt;
&lt;br /&gt;
=====Using a [[Telescope]]=====&lt;br /&gt;
&lt;br /&gt;
A telescope will aid your observations, making bodies easier to observe and filling prediction pools faster. If you do not have a telescope, you can use one of the [[Telescopes#Stationary Variations|stationary telescopes]] or buy one from [[Konezu&#039;s Lenses]] in Therenborough (don&#039;t forget a case!). To use a telescope hold it in one hand and {{com|OPEN}} {{tt|TELESCOPE}}. Next {{com|CENTER}} {{tt|TELESCOPE ON &amp;lt;target&amp;gt;}}, where target is one of the objects you find in the sky. Finally {{com|PEER}} {{tt|TELESCOPE}} to make the observation.&lt;br /&gt;
&lt;br /&gt;
====[[Prediction]]s====&lt;br /&gt;
Once a prediction pool is sufficiently filled, you can {{com|ALIGN}} to a given skillset or even a specific skill, and then {{com|PREDICT}} {{tt|FUTURE &amp;lt;person&amp;gt;}}. This will give you a vision about the prediction, which may look something like this;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You look inside yourself in an attempt to see beyond the now.&lt;br /&gt;
After a few moments, the mists of time begin to part.&lt;br /&gt;
You see the midday sun warming you under its soft face.&lt;br /&gt;
You see a young boy taking his vows of apprenticeship.&lt;br /&gt;
A man stands in darkness clad in plate armor.&lt;br /&gt;
A shiver runs through your spine.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evaluating visions is a tricky business, but there’s some method to the madness. Read a bit about [[prediction]]. At 10th circle you can learn Event Prediction from another Moon Mage.  This is a handy way of training Astrology without running the risk of cursing someone, and also a means of telling what is going on in the realms and what is to come. If you {{com|STUDY}} {{tt|SKY}}, you’ll start filling your Event prediction pool. When you have studied the sky sufficiently, you can {{com|PREDICT}} {{tt|FUTURE EVENT}}, which will give you a vision, and teach Astrology.&lt;br /&gt;
&lt;br /&gt;
Soon, you’ll want to pick up a divining tool, like a set of bones to cast, or starcharts to study, etc. Each of these tools are affiliated with a type of Moon Mage, which is a primarily role playing choice, though there are some differences.&lt;br /&gt;
&lt;br /&gt;
===The Five Disciplines of Magic===&lt;br /&gt;
There are five skills that govern the casting of your spells: [[Augmentation]], [[Utility]], [[Warding]], [[Debilitation]], and [[TM|Targeted Magic]]. Every spell belongs to one or more of these disciplines, and as a Moon Mage, most of your signature spells belong to the [[Utility]] school. You will eventually need to train all of these skills, though they need not be trained at the same level. &lt;br /&gt;
&lt;br /&gt;
The [[Magic]] page has useful information about these skills. In brief, these skills are trained by casting spells, and the experience gained from each cast depends upon the amount of mana streams put into the spell. Combat spells require that you hit your target in order to train the skill, and the difficulty of the target relative to your skills determines how well the skill will train. Because of this latter fact, you may find that your combat magics ([[Debilitation]] and [[TM|Targeted Magic]]) will train within 10-20 ranks of your non-magical combat skills. It is therefore common that [[Augmentation]], [[Utility]], and [[Warding]] will eclipse [[Debilitation]] and [[TM|Targeted Magic]] in ranks.&lt;br /&gt;
&lt;br /&gt;
===[[Attunement|Training Attunement]]===&lt;br /&gt;
&lt;br /&gt;
It is common, but by no means universal, for attunement to be a moon mage&#039;s first magic skill. Broadly speaking, attunement governs the size of your pool of available mana streams. This is of obvious importance: the higher your attunement, the more spells you can cast at a given harness before you need to recover. Training attunement is straight-forward, you simply PERCEIVE MANA in a room. There is a per-room timer on the training of this skill (120 seconds), which means that you will not learn from successive perceives until the requisite time has elapsed from the initial one. This suggests two methods to train attunement. You can move from room to room, perceiving the mana in each one (&amp;quot;power walking&amp;quot;), and you can build perceive calls into a bigger training loop, for example by doing it every so often when you hunt, or after every pair of socks you knit. &lt;br /&gt;
&lt;br /&gt;
===[[Arcana|Training Arcana]]===&lt;br /&gt;
If [[attunement]] tends to be the first magic skill, [[arcana]] is the second. This skill can be confusing and frustrating for new players, especially because for the first hundred ranks it may not feel like it&#039;s useful for anything. It is! Firstly, 100 ranks are needed for most magical feats (discussed below), and secondly, you will eventually want to use mana streams harnessed in [[cambrinth]], though it may not seem so when you&#039;re endlessly charging a little ring over and over. Eventually, some spells&#039; maximum streams will be greater than what you can harness, and so to cast these at full power you will need first charge some streams in a cambrinth item. Furthermore, with the appropriate feat (Dedicated Cambrinth Use), you can use the mana streams stored in a cambrinth item to sustain cyclic spells. This way, when you hold open a moongate for an eternity while your slowpoke barbarian friend takes her time crossing through it, you won’t have to step through after her into a room full of Giant Murdercats with your attunement shot to pieces. &lt;br /&gt;
&lt;br /&gt;
To train arcana, you will want to charge and invoke [[cambrinth]] items. These come in all shapes and sizes, from a couple mana streams to over a hundred. The most efficient way to train arcana is to charge the item with as much as you can, on every cast. How much is this? Ideally, this will be the amount at which you wish to cast your spell, minus the minimum harness. You cannot prepare the spell at less than the minimum harness, and so this procedure puts as much into the object as is safe to do. There are two limitations to this, which are that you may not have the ranks in arcana to actually charge as much as you want into an item at first, and that the object you have may not be able to take all of the charge. Supposing you can cast a spell at M streams, with a minimum of m, then the general procedure will be to prepare the spell at m streams, charge the cambrinth item with (M-m) streams, invoke it, and then cast the spell when it’s ready. If you have a worn cambrinth item, like an armband, you will eventually be able to charge and invoke this item while wearing it, though at first you will need to remove it and hold it to do so.&lt;br /&gt;
&lt;br /&gt;
==[[Survival]] and [[Lore]] Skills==&lt;br /&gt;
&lt;br /&gt;
===[[Survival|Survival Skills]]===&lt;br /&gt;
Moon Mages must train at least five survival skills in order to advance. You are a Survival Secondary, and there are many useful survival skills, so you have every reason to train more than five if you want to. [[Athletics]], [[Outdoorsmanship]], [[Perception]], and [[First Aid]] can all be trained out of combat. To train [[Evasion]] you’ll need to be in combat, and with the exception of a few NPCs, the same is true of [[Stealth]]. [[Skinning]] and [[Locksmithing]], while not trained directly through hunting, require dead things which are easiest to acquire by killing living things. Both of these latter skills also provide good sources of income. A reasonable conclusion from this information is that it is a good idea to train by hunting.&lt;br /&gt;
&lt;br /&gt;
===[[Lore|Lore Skills]]===&lt;br /&gt;
Being Lore secondary, you&#039;ll want to use combat [[Tactics]] to your advantage. You&#039;ll also probably want to pick up a [[crafting|craft]]. [[Forging]] isn’t a bad choice, as it will improve the power of your [[Moonblade]] if you choose to use it, though [[Enchanting]], a currently unreleased [[crafting|craft]], will likely be a better choice for Moon Mages. [[Scholarship]] can be earned from [[Scholarship#teaching|classes]] and studying star charts, [[Performance]] can be learned while playing instruments, and [[Appraisal]] can be learned either by APPRAISEing creatures or gear.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
===Starting Spell Choices===&lt;br /&gt;
Choosing starting spells for a Moon mage can be a rather daunting task, especially considering that the sheer volume of paths one can take and that the number of prerequisite spells is large compared to other guilds. One first needs to make the decision if you are going to learn towards or away from combat, since Moon mages can be successful anywhere on the spectrum since they have no actual combat skill requirements. A neutral approach can also be successful and each has their own benefits and issues to deal with.&lt;br /&gt;
&lt;br /&gt;
For the combat leaning Moon mage, the most common choice for a first spell would be [[Telekinetic Throw]] to start gaining ranks in Targeted Magic skill. However, [[Shadows]] is also good for those who wish to be more physical in combat and want to train stealth. If you choose your first [[Targeted Magic]] spell after you select [[shadows]], [[Dinazen Olkar]] is an excellent alternative to [[Telekinetic Throw]]. Late bloomers might even consider [[Partial Displacement]] if they select their first combat spell after 10th circle. If you are heavily interested in combat, selecting your first [[Debilitation]] spell early will help you avoid having this skill fall behind your combat skills. Although [[Mental Blast]] is the penultimate moon mage [[debilitation]] spell are you will likely choose [[calm]] or [[Dazzle]] first. [[Dazzle]] has perhaps more long term utility since [[calm]] will later be eclipsed  by other spells (mostly [[Mental Blast]]), however it has the major disadvantage of being unusable underground or without the [[Sun]], [[Xibar]] or [[Yavash]] above the horizon. [[Calm]], on the other hand, is usable at all times and is a prerequisite for many other spells, including the [[Psychic Shield]], which will probably be your first [[warding]] spell.&lt;br /&gt;
&lt;br /&gt;
For the (at least initially) non-combat leaning Moon mage, the common choice of spell is [[Clear Vision]], which allows access to many essential [[Augmentation]] and [[Utility]] spells. After that [[Piercing Gaze]] will pierce through inclement weather to allow you to train your [[Astrology]] skill even when clouds obscure the heavens. [[Aura Sight]] will boost your [[Attunement]] and [[Astrology]] skills, which will allow you to cast more spells without needing a break and improve the potency of your observations and [[prediction|predictions]]. All of the spells, are, unfortunately, [[Augmentation]] spells and you will likely want to train the other major non-combat magic skill, [[utility]], at some point. If you choose [[Shadows]] you can later learn [[Focus Moonbeam]] at second circle for no cost, which makes this path a very attractive alternative. [[Focus Moonbeam]] is also required for several different later spells such as [[Moonblade]], [[Moongate]], [[Distant Gaze]] and [[Shadewatch Mirror]] and is a major building block in your future repoire. In addition to this the spell [[Shift Moonbeam]] will allow you greater manipulation of your moonbeam allowing you to send it to other locations and facilitate easy movement through [[Teleport]] and [[Moongate]].&lt;br /&gt;
&lt;br /&gt;
===[[Attributes|Statistic Training]]===&lt;br /&gt;
For stats, a good first goal is getting everything to a reasonable minimum (people often advocate 30). This will give you a good base. &lt;br /&gt;
&lt;br /&gt;
Next, if you are combat focused, you&#039;ll probably want to keep [[Reflex]] high, as dodging enemies will be easier than surviving getting hit and let you stay in combat longer. [[Discipline]] will improve your ability to hide and your ability to target spells. [[Intelligence]] and [[Wisdom]] will improve spell damage. All three [[statistics]] will improve your ability with [[contested_spells|Debilitation contests]]. [[Charisma]] will be helpful in [[Contested_Abilities#Contest Stat &amp;quot;Weighting&amp;quot;|charm vs mind]] attacks but [[Calm]] is the only such spell we have in our spell book. [[Stamina]] should not be neglected as it will improve your ability to withstand damage and avoid fatigue. [[Agility]] will aid in your ability to hit things, as well as help with parrying. [[Strength]] and [[Stamina]] are likely the stats you can train to a certain range and then ignore, as you will not need to rely on hitting things harder, nor surviving blows better, for some time. Strength affects how much weight you can carry, which may be useful until you can summon a [[Shadow Servant]]. &lt;br /&gt;
&lt;br /&gt;
Outside of combat one can choose to focus on mental abilities. [[Intelligence]] and [[Wisdom]] are very important in speeding your learning rate and should be the foundation of your abilities. [[Wisdom]] also improves the probability that a prediction will have a positive result. [[Intelligence]] and [[Discipline]] both increase [[concentration]] and are therefore very important in spell casting. Although it is often neglected, [[Charisma]] does improve your ability to [[Prediction#bonding|bond]] with [[Prediction#tools|prediction tools]] and strength of your [[predictions]] and can be useful. Basically, Moon Mages are the archetypal magical intellectual. You can and probably should focus principally on mentals, then on Reflex or Agility, and finally on Strength and Stamina.&lt;br /&gt;
&lt;br /&gt;
===Starting Gear===&lt;br /&gt;
What weapons and armor you train is up to you, but initially sticking to lighter choices would be optimal. [[Small Edged]] and [[Small Blunt]], [[Light Thrown]] and [[Bows]] all make good choices. The obvious choice for [[stealth]] and low hindrance armor is [[Light_Armor_skill|Cloth or Leather]], though you can swap [[Chain_Armor|Chain]] Armor or even [[Brigandine_Armor_skill|Brigandine]] Armor if you&#039;re not training [[stealth]] at the moment. It might be worth mentioning that [[Moonblade]] can be shaped into a [[Small_Edged|Small Edge]], [[Large_Edged|Large Edge]], [[Twohanded_Edged_skill|Two handed Edge]], and [[Quarterstaff]] weapon, so if you enjoy using [[moonblade|Moonweapons]], training those weapons from the start is a good idea, though you&#039;ll probably want to pick up lightened versions of the heavier weapons. &lt;br /&gt;
&lt;br /&gt;
You’ll want to find some starting magical items to train with, preferably a small [[cambrinth]], like a shard or a ring or a [[runestone]]. If you choose a [[runestone]] that contains a non-lunar spell you will also learn [[sorcery]] when you focus on it, although, unlike [[cambrinth]], it will stop teaching you around 50-80 ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Now What?===&lt;br /&gt;
Holder&lt;br /&gt;
&lt;br /&gt;
(more to come)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do not edit anything below this line --&amp;gt;&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides,Newbie Guide Contest}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Eluned%27s_commune_(1)&amp;diff=443370</id>
		<title>Eluned&#039;s commune (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Eluned%27s_commune_(1)&amp;diff=443370"/>
		<updated>2016-05-16T21:21:32Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Eluned&#039;s commune (water)&lt;br /&gt;
|guild=cleric&lt;br /&gt;
|prereqs=&amp;amp;#8203;3rd Circle, Quest&lt;br /&gt;
|slots=-&lt;br /&gt;
|diff=-&lt;br /&gt;
|type=commune&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Theurgy&lt;br /&gt;
|path=-&lt;br /&gt;
|desc=Eluned&#039;s commune creates water. Skill in [[Theurgy]] will determine how much water is created. Depending on the climate of the area and skill, a room use water source will get created.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=create water&lt;br /&gt;
|messaging=You grind some dirt in your fist, allowing the particles to slowly trickle out over your oracle&#039;s amphora. The grains seem to melt into water, which overflow from your amphora.&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
:{{com|COMMUNE}} [[Eluned]]&lt;br /&gt;
*Usage:&lt;br /&gt;
:Hold dirt in one hand.&lt;br /&gt;
:Hold container in other hand.&lt;br /&gt;
*If your container already contains {{ilink|i|holy water}}, then the water created will also be holy water. Otherwise normal {{ilink|i|water (alchemy)|water}} is created.&lt;br /&gt;
&lt;br /&gt;
 -- I did this commune at a shrine while holding an empty bottle from the Crossing Cleric shop and got holy water.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;For returning cleric players&#039;&#039;&#039;: Clerics who did their [[commune]] quests before [[DR 3.0]] will need to repeat the quests for Tamsine, Eluned I, and Meraud before they can be used.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Necromancer&amp;diff=442434</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Necromancer&amp;diff=442434"/>
		<updated>2016-05-09T17:34:22Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Thanatology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;Returning players may want to read the page for [[Returning Players]] before continuing.&#039;&#039;&lt;br /&gt;
::&#039;&#039;You may wish to check out the [[Necromancer_new_player_guide|new player guide for this guild]].&lt;br /&gt;
{{Necro}}&lt;br /&gt;
{{guild infobox|guild=Necromancer|image=small_necromancer_300.jpg&lt;br /&gt;
|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b=Weapon&lt;br /&gt;
|abilities= [[Risen]]&lt;br /&gt;
|mana=Arcane}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necromancer&#039;&#039;&#039; refers to a diverse group of Arcane magic users that utilize a collection of sorceries -- including blood magic, alchemy and the animation of the undead -- to further their evil and selfish goals.  They are universally shunned by society and by the gods, being viewed as abominations and monsters that prey on the innocent and sell their souls into damnation for power.&lt;br /&gt;
&lt;br /&gt;
Necromancers are broken into three ideological camps.  [[Player character]] Necromancers begin by affiliating with the Philosophers of the Knife, which are unique in that they pursue &amp;quot;the Great Work&amp;quot;: the use of necromancy to find eternal life.  Often they hide themselves in crowds, like wolves among sheep, while others eschew society entirely and rule in the hinterlands.  A group of radical holy men, the [[Hounds of Rutilor]], are dedicated to the Philosophers&#039; annihilation, and will hunt down any Necromancer they find openly practicing within their reach.&lt;br /&gt;
&lt;br /&gt;
Necromancers are intended by design to be an &#039;&#039;&#039;advanced option&#039;&#039;&#039; for players who are already familiar with the game and want to try a profession that includes some novel and difficult permutations on the normal play experience.&lt;br /&gt;
&lt;br /&gt;
Players reading this page may also wish to note that the majority of this information is &#039;&#039;&#039;not&#039;&#039;&#039; considered commonly known in-character to non-Necromancers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Official Information==&lt;br /&gt;
[[Image:NecromancerCrest.jpg|thumb|&#039;&#039;&#039;Guild crest&#039;&#039;&#039;]]&lt;br /&gt;
===Skillsets===&lt;br /&gt;
&lt;br /&gt;
* Survival Primary&amp;lt;br /&amp;gt;&lt;br /&gt;
* Magic and Lore Secondary&amp;lt;br /&amp;gt;&lt;br /&gt;
* Armor and Weapons Tertiary&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guildhalls===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The majority of guildleaders and guild locations are not common knowledge.  As such, they are not included in this list unless that changes.&lt;br /&gt;
&lt;br /&gt;
;[[Zoluren]]&lt;br /&gt;
:The Triumphant [[Zamidren|Zamidren Book]] initiates and leads nascent Philosophers of the Knife from his hidden lair somewhere in Zoluren.&lt;br /&gt;
&lt;br /&gt;
===Crafting Affiliation===&lt;br /&gt;
Guilded necromancers receive two free technique slots in the Poison discipline of the [[Alchemy skill]] and one free technique slot in the Carving discipline of the [[Engineering skill]].&lt;br /&gt;
&lt;br /&gt;
See: [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guild Abilities==&lt;br /&gt;
&lt;br /&gt;
===[[Arcane Magic]]===&lt;br /&gt;
&lt;br /&gt;
Necromancers use [[necromancy]] which is a subset of [[sorcery]] also referred to as &amp;quot;ontologic sorcery&amp;quot; by Philosophers. Necromancy by definition uses some Life mana in the mix along with either Elemental or Lunar. Necromancers have access to the [[:Category: Animation Spellbook|Animation]], [[:Category: Blood Magic Spellbook|Blood Magic]], [[:Category:Corruption Spellbook|Corruption]], [[:Category: Synthetic Creation Spellbook|Synthetic Creation]], and [[:Category: Transcendental Necromancy Spellbook|Transcendental Necromancy]] spellbooks.&lt;br /&gt;
&lt;br /&gt;
To do this effectively, Necromancers utilize something colloquially known as Arcane or Necromantic mana. This is not actually a distinct mana type, but a freakishly bizarre, illusory aggregate they perceive as the result of substantial and imperfect alterations to the Necromancer&#039;s nervous system done when they attempt to attune themselves to Lunar, Elemental, and Life mana all at once.&lt;br /&gt;
&lt;br /&gt;
Due to the process through which they become attuned, young Necromancers appear to be attuned to Life, Lunar, or Elemental mana until they become so corrupted (i.e. possess enough Divine Outrage) that their Arcane attunement shows through. This mana type is determined randomly and is not meant to make any particular statement about the character, but does determine which fake spell preparation they can learn from Markat.&lt;br /&gt;
&lt;br /&gt;
====Sorcery and Sorcerous Casting====&lt;br /&gt;
&lt;br /&gt;
Necromantic spell patterns are designed to account for deranged movements of their &amp;quot;fifth frequency,&amp;quot; but the lack of true multi-attunement perception means they can suffer like other people when casting outside their normal environment.&lt;br /&gt;
&lt;br /&gt;
* Lunar, Elemental, Life: Low risk, equivalent to any other guild&#039;s best combination.&lt;br /&gt;
* Holy: Extremely risky to impossible, with additional negative effects for Forsaken Necromancers.&lt;br /&gt;
&lt;br /&gt;
While [[:Category:Analogous_Patterns_Spellbook|AP spells]] are legal according to society, a Necromancer&#039;s AP spells are still considered sorcery for purposes of spells that defend against it, such as [[Protection from Evil]].&lt;br /&gt;
&lt;br /&gt;
====Magical Feats====&lt;br /&gt;
&lt;br /&gt;
Necromancers automatically learn the Alternate Preparation feat for free upon joining and gain access to a spell prep that is appropriate for the mana type they appear to have. This prep is learned and used by speaking to [[Markat]] and toggling it on.&lt;br /&gt;
&lt;br /&gt;
====[[Spell_slot_progressions|Necromancer Spell Slot Progression]]====&lt;br /&gt;
&lt;br /&gt;
As a magic secondary guild, Necromancers gain spell slots in the following way.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Circle Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Secondary&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1-20&lt;br /&gt;
|Every Circle&lt;br /&gt;
|-&lt;br /&gt;
|21-100&lt;br /&gt;
|Every 2 Circles&lt;br /&gt;
|-&lt;br /&gt;
|101-150&lt;br /&gt;
|Every 3 Circles&lt;br /&gt;
|-&lt;br /&gt;
|151-200&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[:Category:Necromancer_Spells|Spell Tree]]====&lt;br /&gt;
&amp;lt;imagemap&amp;gt;&lt;br /&gt;
File:Necromancer_Spells.png|frameless|upright=4.75&lt;br /&gt;
rect 75 149 447 230 [[Quicken the Earth|Quicken the Earth (Utility)]]&lt;br /&gt;
rect 75 740 450 819 [[Heighten Pain|Heighten Pain (Debilitation)]]&lt;br /&gt;
rect 74 1046 450 1124 [[Acid Splash|Acid Splash (Targeted Magic)]]&lt;br /&gt;
rect 72 1422 454 1500 [[Obfuscation|Obfuscation (Augmentation)]]&lt;br /&gt;
rect 561 77 940 152 [[Necrotic Reconstruction|Necrotic Reconstruction (Utility)]]&lt;br /&gt;
rect 558 224 937 302 [[Call from Beyond|Call from Beyond (Utility)]]&lt;br /&gt;
rect 561 440 940 518 [[Ivory Mask|Ivory Mask (Augmentation)]]&lt;br /&gt;
rect 561 740 940 819 [[Siphon Vitality|Siphon Vitality (Targeted Magic)]]&lt;br /&gt;
rect 561 900 940 981 [[Researcher&#039;s Insight|Researcher&#039;s Insight (Augmentation)]]&lt;br /&gt;
rect 561 1047 943 1128 [[Viscous Solution|Viscous Solution (Debilitation)]]&lt;br /&gt;
rect 568 1197 937 1278 [[Vivisection|Vivisection (Targeted Magic)]]&lt;br /&gt;
rect 561 1350 940 1428 [[Visions of Darkness|Visions of Darkness (Debilitation)]]&lt;br /&gt;
rect 558 1496 940 1576 [[Petrifying Visions|Petrifying Visions (Debilitation)]]&lt;br /&gt;
rect 1042 227 1414 302 [[Reverse Putrefaction|Reverse Putrefaction (Augmentation)]]&lt;br /&gt;
rect 1042 365 1414 443 [[Kura-Silma|Kura-Silma (Augmentation)]]&lt;br /&gt;
rect 1039 515 1414 590 [[Butcher&#039;s Eye|Butcher&#039;s Eye (Augmentation)]]&lt;br /&gt;
rect 1042 665 1417 743 [[Blood Burst|Blood Burst (Targeted Magic)]]&lt;br /&gt;
rect 1042 816 1414 891 [[Consume Flesh|Consume Flesh (Utility)]]&lt;br /&gt;
rect 1040 1048 1418 1124 [[Universal Solvent|Universal Solvent (Targeted Magic)]]&lt;br /&gt;
rect 1036 1198 1414 1276 [[Alkahest Edge|Alkahest Edge (Targeted Magic)]]&lt;br /&gt;
rect 1042 1422 1416 1498 [[Eyes of the Blind|Eyes of the Blind (Utility)]]&lt;br /&gt;
rect 1525 230 1907 302 [[Calcified Hide|Calcified Hide (Warding)]]&lt;br /&gt;
rect 1525 365 1907 443 [[Worm&#039;s Mist|Worm&#039;s Mist (Warding)]]&lt;br /&gt;
rect 1525 521 1904 593 [[Philosopher&#039;s Preservation|Philosopher&#039;s Preservation (Augmentation)]]&lt;br /&gt;
rect 1525 662 1901 746 [[Chirurgia|Chiurgia (Augmentation)]]&lt;br /&gt;
rect 1528 816 1904 897 [[Devour|Devour (Utility)]]&lt;br /&gt;
rect 1522 1348 1902 1422 [[Rite of Grace|Rite of Grace (Utility)]]&lt;br /&gt;
rect 1528 1498 1904 1574 [[Rite of Contrition|Rite of Contrition (Utility)]]&lt;br /&gt;
rect 2024 280 2402 352 [[Spiteful Rebirth|Spiteful Rebirth (Utility)]]&lt;br /&gt;
rect 2024 450 2402 522 [[Covetous Rebirth|Covetous Rebirth (Utility)]]&lt;br /&gt;
rect 2026 1422 2401 1498 [[Liturgy|Liturgy (Utility)]]&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Thanatology]]===&lt;br /&gt;
Thanatology represents a corrupted form of an [[Empathy|Empathic Transference]] link and is the means by which a Necromancer may perform a number of rituals and types of magic, including healing themselves and creating undead. Necromancers presently have a number of [[Thanatological Rituals|Thanatological rituals]] available to them:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Entry&#039;&#039;&#039;: Allows quick entrance to the guild if performed within a nearby area.&lt;br /&gt;
* &#039;&#039;&#039;Preserve&#039;&#039;&#039;: Temporarily prevents a corpse from decaying.&lt;br /&gt;
* &#039;&#039;&#039;Harvest&#039;&#039;&#039;: Creates a piece of fetish material from a preserved corpse. &#039;&#039;(Note: fetishes are not currently implemented.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fetish&#039;&#039;&#039;: Taught at 3rd or 4th level, though not currently implemented.&lt;br /&gt;
* &#039;&#039;&#039;Cut&#039;&#039;&#039;: Ritualistically draws blood without leaving a wound, allowing certain spells or abilities to be used.&lt;br /&gt;
* &#039;&#039;&#039;Dissect&#039;&#039;&#039;: Dissects the corpse of something recently alive or undead to discern something about its anatomy or composition.&lt;br /&gt;
* &#039;&#039;&#039;Consume&#039;&#039;&#039;: Prepares a corpse to be used as fodder for Consume Flesh or Devour.&lt;br /&gt;
* &#039;&#039;&#039;Arise&#039;&#039;&#039;: Prepares a corpse to be raised as one of the undead.&lt;br /&gt;
&lt;br /&gt;
===[[Outrage]]===&lt;br /&gt;
Two kinds of Outrage exist: Divine Outrage and Social Outrage. These meters are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Divine Outrage is a measure of how corrupted the Necromancer is and how much ire the Immortals currently feel toward them. Certain actions, such as creating undead and using Transcendental Necromancy spells, build Divine Outrage and will render the Necromancer more and more corrupt which may have deleterious effects if not managed. As you circle, there is a rising &amp;quot;floor&amp;quot; which your Divine Outrage may not drop lower than, meaning you will eventually be rendered too corrupt to gain favors, be healed by [[Empath]]s, have beneficial Holy spells used on you, and more.&lt;br /&gt;
&lt;br /&gt;
Social Outrage is a measure of how uneasy the local towns folk and authorities are. Certain actions taken inside justice areas, such as attempting to interact with an NPC with a Transcendental Necromancy spell up, will give you Social Outrage and temporarily prevent you from using town services including banks, vaults, or shopkeepers. [[Accuse]] allows a PC to alert the authorities of the presence of a Necromancer inside of a justice area and will generate Social Outrage for a Necromancer that has been successfully accused as well as toggling the Necromancer&#039;s PvP status to Open (see below) temporarily. This is contested, has various requirements, and can provide certain rewards as incentive to the accuser.&lt;br /&gt;
&lt;br /&gt;
Both Divine and Social outrage may drain for up to 2.5 hours per day in Prime and Platinum, and 8 hours per day in The Fallen.&lt;br /&gt;
&lt;br /&gt;
====Necromancers and Consent Policy====&lt;br /&gt;
&lt;br /&gt;
Generally speaking, Necromancers operate under standard consent policy with regards to PvP. Due to the nature of the guild and their in-character opposition to the Immortals and society, however, Necromancer players are expected to acknowledge the potential for PvP interaction and may not go lower than Guarded with their PvP stance, and in general will be treated with a little less leniency. Additionally, there are several ways that a Necromancer may be locked into Open PvP status for a time, such as being successfully [[accuse|accused of necromancy]]. Accuse does &#039;&#039;not&#039;&#039; give the Necromancer consent against whoever accused them.&lt;br /&gt;
&lt;br /&gt;
With regards to [[Risen]], they are fair game to attack by anyone regardless of the PvP status of the Necromancer. This grants the Necromancer consent for that conflict, which ends if either party dies.&lt;br /&gt;
&lt;br /&gt;
===[[Risen]]===&lt;br /&gt;
&lt;br /&gt;
A Risen is an undead creature created by a Necromancer to do their bidding and is the primary ability of the guild. Temporary Risen for use in combat may be created with the Call from Beyond spell, while permanent Risen are slated to have other non-combat applications.&lt;br /&gt;
&lt;br /&gt;
==Circle Requirements==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! Small Edged !! First Armor !! 1st-2nd Survival !! 3rd-5th Survival !! 6th Survival !! 7th Survival !! Thana- tology || 1st Lore !! 2nd Lore !! 1st Magic !! 2nd Magic !! 3rd Magic !! 4th Magic !! 5th Magic !! TM&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 1 || 1 || 4 || 3 || 3 || 2 || 3 || 2 || 2 || 3 || 3 || 2 || 2 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 11-30 || 2 || 2 || 4 || 4 || 3 || 3 || 4 || 2 || 2 || 4 || 3 || 3 || 3 || 0 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 31-70 || 2 || 2 || 5 || 4 || 4 || 3 || 4 || 3 || 2 || 4 || 4 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 71-100 || 2 || 2 || 5 || 5 || 4 || 4 || 5 || 3 || 3 || 5 || 5 || 4 || 4 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 101-150 || 2 || 3 || 6 || 5 || 5 || 4 || 6 || 3 || 3 || 6 || 6 || 5 || 5 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 151-200 || 5 || 8 || 15 || 13 || 13 || 10 || 15 || 8 || 8 || 15 || 15 || 13 || 13 || 13 || 13&lt;br /&gt;
|}&lt;br /&gt;
[[Thanatology]] is a hard requirement (does not count toward Nth survival requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Targeted Magic]] is a soft requirement (can be used toward Nth magic requirements).&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necromancer Guild Lore==&lt;br /&gt;
&lt;br /&gt;
===Why PC Necromancers are always Philosophers===&lt;br /&gt;
Many of these posts have been excellent and have delved into the question in a very specific manner. So in my response I&#039;ll take the opportunity to dwell on the issue in a broader fashion. I&#039;ll bring up four points, starting with the most glib one and working backward toward seriousness.&lt;br /&gt;
&lt;br /&gt;
1:&lt;br /&gt;
It takes a serious dedication to postmodernism to invoke The Death of the Author in a conversation with the author.&lt;br /&gt;
&lt;br /&gt;
2:&lt;br /&gt;
There is, in fact, a certain level of arbitrariness inherent in the role of worldbuilding. Why is a mountain here but not there? Why is Kssarh angry and not nice? Why not space vampires from Neptune? While one of those might be an intuitive &#039;no,&#039; consider that all three questions differ in scale rather than kind.&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
There is a stark difference between Necromancers and PC Necromancers. Necromancers in the broadest term can do any sort of random act of evil that the plot demands; Necromancers summon wailing spirits, create poisons that permanently kill the innocent and sometimes even fight the avatar of Meraud Himself and come out on top.&lt;br /&gt;
&lt;br /&gt;
PCs cannot - must not - do any of these things. As a basic explanation to why PC Necromancers are so limited while NPC Necromancers can still murder you with enchanted textiles, we fall back to a simple but effective DR trope that the guild structure prevents you from learning it. You are specifically a Necromancer from the tradition of the Philosophers, whether your character sticks with them or not, and the Philosophers&#039; bag of tricks was specifically designed to be PC compatible.&lt;br /&gt;
&lt;br /&gt;
4:&lt;br /&gt;
Necromancers in the broad term occupy a different ecological niche than the PC Necromancers. &amp;quot;Necromancer&amp;quot; is a code word for Bad Guy in the most fundamental sense. Necromancers in the past have done wildly misanthropic stuff simply because They&#039;re Evil. Nobody cares about the feasibility of Sidhlot&#039;s portrayal of evil. That&#039;s not the point. He&#039;s older than dragons and so metal he poops viking helmets.&lt;br /&gt;
&lt;br /&gt;
But the Necromancer&#039;s Guild is by necessity a look at the bad guys&#039; side, and Sauron only works as villain as an archetypal role rather than a meaningful character. A Pure Evil character ran by a PC for entertainment would either be a masterful RP experiment or uncomfortably suggestive of the psychological issues being worked out. For this to work, there had to be sympathy for the devil, so my very first problem to solve was &#039;How do I make Necromancers sympathetic enough that we could imagine a real, live individual doing this?&#039;&lt;br /&gt;
&lt;br /&gt;
The Philosophers were my answer. The Philosophy promises you reprieve from death (note that I started inserting more real-life features of death into DR at this time), freedom from the contingencies of the world, the ability to be your own man. I designed the spiel appeal to most of our basic anxieties about life and touch on the dream of posthumanism and the glorification of mankind through his skill and technology. In not always subtle ways, the Philosophers came to embody 20th century philosophy and scientism. The Philosophers are doing, in a fantasy parody, what Western society enshrines as good and proper goals.&lt;br /&gt;
&lt;br /&gt;
So the stage was set. All that stands between you and glorifying mankind is the evil you will do in its name.&lt;br /&gt;
&lt;br /&gt;
This is, once again, a remarkably different role than what Sidhlot or Velmix brought to the table. The Old Man doesn&#039;t talk to Sidhlot, nor did the Hounds of Rutilor burn entire villages to root out a single Bone Elf. In a direct sense because the Bone Elves are not connected with the Great Work, but also because their portrayal of evil is outside the portrayal of evil we&#039;re using. The drama of the PC Necromancer -- the pogroms, the murmurs of conspiring otherworldly forces, the entwining moral evils from both sides, and the hints of transcendental glory -- is set in the foundation that the Philosophers bring to the setting.&lt;br /&gt;
&lt;br /&gt;
So it is a requirement that, while your PC can love them or hate them, stay or leave, be a blubbering sycophant to Book or try to manipulate him for your own ends, you cannot be disconnected from them.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
===[[Necromancer official lore posts]]===&lt;br /&gt;
&lt;br /&gt;
===[[Necromancer Guild Visions]]===&lt;br /&gt;
	 	&lt;br /&gt;
===[[Necromancer History|Necromancer Historical Timeline]]===&lt;br /&gt;
&lt;br /&gt;
===Necromancer Ideologies===&lt;br /&gt;
*[[Perverse (Ideology)|The Perverse]]&lt;br /&gt;
*[[Redeemed (Ideology)|The Redeemed]]&lt;br /&gt;
*[[Philosophers of the Knife|The Philosophers of the Knife]]&lt;br /&gt;
&lt;br /&gt;
===[[Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41|Death and the Soul]]===&lt;br /&gt;
&lt;br /&gt;
===[[A treatise on Extraplanar Life]]===&lt;br /&gt;
&lt;br /&gt;
===Brief Sketch of the History of the Philosophers===&lt;br /&gt;
&lt;br /&gt;
To perhaps help, let&#039;s go over a Brief Sketch of the History of the Philosophers.&lt;br /&gt;
&lt;br /&gt;
About a hundred-odd years ago, some idiot (name unknown) wrote Investigations Toward an Alchemy of Flesh, and then was killed by a bunch of other idiots (random Zoluren adventurers). The Alchemy of Flesh wound up in the hands of some idiot Cleric (named Kigot), with the idiotic idea that he&#039;d known what to do with it.&lt;br /&gt;
&lt;br /&gt;
Kigot had this idiotic notion that by exposing Necromancy to the light of day the good people of Elanthia would be better able to fight against it, so he made copies and sent it to some other idiots he knew (random Zoluren and Therengian scholars). They, being idiots, also made copies and began distributing them. Cue sudden increase in Necromancers.&lt;br /&gt;
&lt;br /&gt;
The Temple at some point realized what was going on and started yelling profanity through the corridors. Cue lots and lots and lots of murder.&lt;br /&gt;
&lt;br /&gt;
This is what Markat calls the first generation of Philosophers -- scholars who had direct access to the Alchemy of Flesh and began to pursue necro-alchemy. Most of them are at this point very dead.&lt;br /&gt;
&lt;br /&gt;
Kigot gets very upset about the Temple trying to murder him and had a moral break. He devoted the rest of his short life to crafting an ethical system to support Necromancy, which he called the Philosophy of the Knife. Then he got murdered.&lt;br /&gt;
&lt;br /&gt;
This is where the second generation comes in -- Necromancers who &amp;quot;converted&amp;quot; the Philosophy and the promise of necro-alchemy, or their direct apprentices. There are a few dozen of these people walking around today.&lt;br /&gt;
&lt;br /&gt;
Among the many, many, many pages that Kigot wrote (really, you could use his collective works as a weapon in a pinch), he had the rather arrogant assumption that there&#039;d be no greater breakthrough in the field until a group of necro-alchemists could put aside their differences and work together. He was smart enough to understand this could only be achieved in terms of dominance and submission, so referred to this theoretical leader among Philosophers as the Triumphant; the guy who beat or conned everyone else into submission.&lt;br /&gt;
&lt;br /&gt;
Enter Zamidren Book, who used Lyras&#039;s self-destructive crusade and the reactionary anti-Necro sentiment as an excuse to murder some of his rivals and browbeat a significant fraction of the Philosophers into doing things his way.&lt;br /&gt;
&lt;br /&gt;
He was successful and has cultivated a relatively impressive powerbase, but spends most of his time at the moment split between trying very, very hard to keep the Temple and the Hounds from murdering everybody and playing politics among his knife-wielding degenerate peers.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
===Demonic Necromancy===&lt;br /&gt;
To clear things up -- According to the Philosophy of the Knife, demonic necromancy is something to be avoided as much as dealing with the gods. That&#039;s the realm of perversion, the backwards and ignorant ways practiced by necromancers of old, and inevitably leads to a situation such as what happened with Lyras.&lt;br /&gt;
&lt;br /&gt;
Science and the careful study of death, not contracts with nether entities, is the forte and the key to the Great Work. Now, if a Necromancer wants to go and learn such practices from an entity outside the philosophers, it may be a possibility, but the official guild won&#039;t support it and you could get in really big trouble with them for going that route.&lt;br /&gt;
&lt;br /&gt;
All this will be somewhat clearer when we manage to get the library finished.&lt;br /&gt;
&lt;br /&gt;
-GM Abasha&lt;br /&gt;
&lt;br /&gt;
===Necromancer Sanity===&lt;br /&gt;
Let&#039;s step OOC for a moment, and discuss this in terms no character should ever use (though inevitably will, since I now just said it).&lt;br /&gt;
&lt;br /&gt;
The attunement process for Arcane mana involves substantial changes to your character&#039;s neurobiology in a setting so far removed from modern science and medicine that this is completely not understood or remotely accounted for. You are seeing what Man Mustn&#039;t See not because of occult hoodoo but because your character&#039;s brain is no longer firing like it used to.&lt;br /&gt;
&lt;br /&gt;
The madness of the Necromancer is, first and foremost, neurological. Schizophrenia, affect disorders, clinical depression, etc. Cthulhu-analog certainly plays a part in how deeply boned Necromancers are, but at the front lines of the Necromancer&#039;s soul, his major demons are all personal.&lt;br /&gt;
&lt;br /&gt;
In practice, these are not going to be balls-to-the-walls-mad people. The Philosophers aim at creating functional sociopaths (though they&#039;d never think of themselves in those terms), and anyone who exhibits outrageously broken cognition after the attunement will be used for parts as a failed attunement. The intention is a creeping fear that the Necromancer&#039;s ego (you, basically) isn&#039;t in full control of the vehicle.&lt;br /&gt;
&lt;br /&gt;
And if Lyras is any indication, sometimes he isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Moving toward the supernatural, we arrive at a point where I want to keep a certain level of mystery in the story. Hallucinations certainly fit (bearing in mind that someone who&#039;s constantly seeing purple skyway Nevada is going to find his spleen appropriated), but there is the Hunger sitting somewhere within the Necromancer&#039;s frame of reference.&lt;br /&gt;
&lt;br /&gt;
Sometimes a Necromancer might catch a glimpse of... something, just as in real life sometimes our pattern recognition will turn the shadows in the corner of our eyes into something else. It&#039;s probably &amp;quot;innocent&amp;quot; madness. Sometimes, though, that seems very unlikely.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
Ultimately, one of the intentions is that Necromancers and their PCs have no particularly reliable frame of reference to know at any given time whether whatever is screwing with them is spiritual/magical, psychological, or physical.&lt;br /&gt;
&lt;br /&gt;
For example, take paranoia. A Necromancer may at any time be actually hunted and persecuted, attacked by gods and demons, or due to his Attunement fall to disorders that feature it floridly. Or this may be happening all at the same time.&lt;br /&gt;
&lt;br /&gt;
The Old Man, likewise, is intentionally written in a way that makes it kind of hard to figure out where the line is getting drawn.&lt;br /&gt;
&lt;br /&gt;
-Armifer&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[Necromancer Timeline]]&lt;br /&gt;
{{Cat|Guilds}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Midwife_Neesa%27s_Cottage&amp;diff=442381</id>
		<title>Midwife Neesa&#039;s Cottage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Midwife_Neesa%27s_Cottage&amp;diff=442381"/>
		<updated>2016-05-08T01:17:10Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name       =Midwife Neesa&#039;s Cottage &lt;br /&gt;
|Province         = Zoluren&lt;br /&gt;
|Town             = Tiger Clan&lt;br /&gt;
|MapNumber        = 4a&lt;br /&gt;
|Owner            = Neesa&lt;br /&gt;
|NumRooms         = 1&lt;br /&gt;
|Store Type       = Herb}}&lt;br /&gt;
&lt;br /&gt;
* Note: These are still old style herbs and are NOT usable to heal yourself. DON&#039;T WASTE YOUR MONEY!&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Tiger Clan Home, Small Cottage&lt;br /&gt;
|desc=The scents of aromatic smoke and drying herbs hang in the air in this tidy one-room cottage.  A tall drying cupboard stands against one wall, conveniently near the stone hearth.  An odd assortment of vials, flasks and copper pots line the mantel.  Bunches of herbs hang from wooden pegs mounted into the ceiling beams and window frames.  The floor is beaten earth covered with fresh rushes.  A stooped old woman works a set of bellows, keeping the hearth&#039;s fire going at full blast.&amp;lt;br /&amp;gt;&lt;br /&gt;
You also see a trestle table with a simple alchemy kit on it, a mantel with several things on it, the midwife Neesa and a back door.&amp;lt;br /&amp;gt;Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the trestle table}}&lt;br /&gt;
{{ShopItem|t=i|simple alchemy kit|12,500}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the mantel}}&lt;br /&gt;
{{ShopItem|t=n| Qun | name=Qun Pollen | 500}}&lt;br /&gt;
{{ShopItem|t=n| Genich | name=Genich Stem | 500}}&lt;br /&gt;
{{ShopItem|t=n| Nuloe | name=Nuloe Stem | 500}}&lt;br /&gt;
{{ShopItem|t=n| Cebi | name=Cebi Root | 625}}&lt;br /&gt;
{{ShopItem|t=n| Hulij | name=Hulij Elixir | 562}}&lt;br /&gt;
{{ShopItem|t=n| Hisan | name=Hisan Salve | note=6 doses | 625}}&lt;br /&gt;
{{ShopItem|t=n| Jadice | name=Jadice Pollen | 500}}&lt;br /&gt;
{{ShopItem|t=n| Ojhenik | name=Ojhenik Potion | 562}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Emmiline%27s_Cottage&amp;diff=442331</id>
		<title>Emmiline&#039;s Cottage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Emmiline%27s_Cottage&amp;diff=442331"/>
		<updated>2016-05-07T19:51:16Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance |&lt;br /&gt;
|Store Name       = Emmiline&#039;s Cottage&lt;br /&gt;
|Province         = Zoluren&lt;br /&gt;
|Town             = The Crossing&lt;br /&gt;
|MapNumber        = 1a&lt;br /&gt;
|Owner            = Emmiline&lt;br /&gt;
|NumRooms         = 5&lt;br /&gt;
|restrict         = Empath&lt;br /&gt;
|levres           = ?&lt;br /&gt;
|Store Type       = Empath,Armor,Cambrinth,Clothing,Container,Magic,Writing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Emmiline&#039;s Cottage, Sales Floor&lt;br /&gt;
|desc=Warmly toned, the large room invites browsing. A rack stands in one corner, displaying fabrics in many hues, while in the center of the room, a large display holds an array of items. Before one window sit a green striped sofa and chair, and a round table stands between them. A maple and linen screen partially obscures an archway. Two steps lead to an area hidden behind a curtain. You also see Emmiline and a wooden door.&amp;lt;br&amp;gt;Obvious exits: west.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the round table with velvet cloth on it}}&lt;br /&gt;
{{ShopItem|t=w|gleaming silver lancet|37,500}}&lt;br /&gt;
{{ShopItem|t=w|long-bladed steel scalpel|562}}&lt;br /&gt;
{{ShopItem|t=w|polished steel scalpel|687}}&lt;br /&gt;
{{ShopItem|t=w|razor-thin soot-black lancet|687}}&lt;br /&gt;
{{ShopItem|t=w|razor-sharp steel lancet|562}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wooden shelves}}&lt;br /&gt;
{{ShopItem|t=c|crimson silk slippers embroidered with jadice flowers in black thread|1,875}}&lt;br /&gt;
{{ShopItem|t=a|grey leather gauntlets embossed with the crest of the Empaths&#039; Guild|1,875}}&lt;br /&gt;
{{ShopItem|t=a|brown leather helm painted with a forest scene|1,250}}&lt;br /&gt;
{{ShopItem|t=c|black leather boots embossed with a vine pattern from knee to ankle|2,187}}&lt;br /&gt;
{{ShopItem|t=a|black leather gauntlets with bronze charms sewn into the cuffs|1,250}}&lt;br /&gt;
{{ShopItem|t=c|cobalt silk slippers embroidered with purple and white glaysker flowers|1,875}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the oak rack}}&lt;br /&gt;
{{ShopItem|t=c|cobalt silk gown embroidered with gold rings along the hem|25,000}}&lt;br /&gt;
{{ShopItem|t=c|black silk shirt embroidered with a small woodwisp on the left cuff|9,375}}&lt;br /&gt;
{{ShopItem|t=a|pure white double leathers stitched with herb patterns|18,750}}&lt;br /&gt;
{{ShopItem|t=c|white silk shirt embellished with gold riolur leaf buttons|12,500}}&lt;br /&gt;
{{ShopItem|t=a|soft black leathers with crimson blood drop cut-outs|15,000}}&lt;br /&gt;
{{ShopItem|t=a|blued steel mail patterned in a chevron design|25,000}}&lt;br /&gt;
{{ShopItem|t=c|crimson silk gown edged in black lace|25,000}}&lt;br /&gt;
{{ShopItem|t=a|steel mail polished to a high sheen|25,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wood hangers}}&lt;br /&gt;
{{ShopItem|t=c|blue wool cloak lined in brushed black fleece|25,000}}&lt;br /&gt;
{{ShopItem|t=c|black satin cloak with a deep blue lining|25,000}}&lt;br /&gt;
{{ShopItem|t=c|white cotton cloak brightly embroidered with a unicorn and child|25,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the metal display}}&lt;br /&gt;
{{ShopItem|t=w|cutlass with herbs etched along the blackened blade|2,625}}&lt;br /&gt;
{{ShopItem|t=s|leather targe with chocolate brown strips riveted by brass brads|1,000}}&lt;br /&gt;
{{ShopItem|t=w|iron-banded parry stick with brown leather straps|1,250}}&lt;br /&gt;
{{ShopItem|t=w|brass parry stick spiraled like a unicorn horn|1,500}}&lt;br /&gt;
{{ShopItem|t=w|scimitar with the Empaths&#039; Guild crest engraved on the pommel|6,250}}&lt;br /&gt;
{{ShopItem|t=s|leather targe painted with a battle scene|937}}&lt;br /&gt;
{{ShopItem|t=w|etched steel parry stick with black leather straps|2,500}}&lt;br /&gt;
{{ShopItem|t=w|rusty short sword with a unicorn-etched pommel|2,500}}&lt;br /&gt;
{{ShopItem|t=w|broadsword with a glaysker flower handguard|5,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Emmiline&#039;s Cottage, Parlor&lt;br /&gt;
|desc=Sized and painted like a standard home&#039;s parlor, the room is bare of the typical seating arrangement one might expect. In place of furniture, a large white basket is located near the window. In one corner stands a book rack with assorted papers tucked into it and the mantle shelf above the fireplace holds additional items. You also see a display board with an attached green tray.&amp;lt;br&amp;gt;Obvious exits: east.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the green tray}}&lt;br /&gt;
{{ShopItem|t=j|soft garland of fresh grass and raffia|250}}&lt;br /&gt;
{{ShopItem|t=j|rough garland of stiff straw braided with raffia|250}}&lt;br /&gt;
{{ShopItem|t=j|dyed garland of green and yellow raffia|250}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the hooks}}&lt;br /&gt;
{{ShopItem|t=i|Silver Leucro anatomy chart|5,000}}&lt;br /&gt;
{{ShopItem|t=i|Gnome anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Elven anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|S&#039;Kra Mur anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Prydaen anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Human anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Elothean anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Halfling anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Rakash anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Gor&#039;Tog anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Dwarven anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Kaldar anatomy chart|12,500}}&lt;br /&gt;
{{ShopItem|t=i|Snow Goblin anatomy chart|15,000}}&lt;br /&gt;
{{ShopItem|t=i|Rock Troll anatomy chart|22,500}}&lt;br /&gt;
{{ShopItem|t=i|Peccary anatomy chart|28,750}}&lt;br /&gt;
{{ShopItem|t=i|River Caiman anatomy chart|32,500}}&lt;br /&gt;
{{ShopItem|t=i|Gidii anatomy chart|35,000}}&lt;br /&gt;
{{ShopItem|t=i|Lanky Grey Lach anatomy chart|50,000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the white basket}}&lt;br /&gt;
{{ShopItem|t=i|shallow oak mortar with a stained adder coiled around the base|500}}&lt;br /&gt;
{{ShopItem|t=i|square teak mortar with a great cow burned into one side|500}}&lt;br /&gt;
{{ShopItem|t=i|stone pestle with a carved wooden grip|500}}&lt;br /&gt;
{{ShopItem|t=i|deep mahogany mortar with an herb garden carved around the base|625}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the long shelf}}&lt;br /&gt;
{{ShopItem|t=i|supple leather compendium edged with a braided burgundy cord|5,625}}&lt;br /&gt;
{{ShopItem|t=i|cloth compendium patterned with large black and white spots|3,750}}&lt;br /&gt;
{{ShopItem|t=i|simple black compendium|2,500}}&lt;br /&gt;
{{ShopItem|t=i|simple blue compendium|2,500}}&lt;br /&gt;
{{ShopItem|t=i|grey leather compendium embossed with a snakeskin pattern|6,250}}&lt;br /&gt;
{{ShopItem|t=i|simple red compendium|2,500}}&lt;br /&gt;
{{ShopItem|t=i|cloth-covered compendium with small blue and white stripes|3,750}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wood mantle}}&lt;br /&gt;
{{ShopItem|t=i|lacquered bamboo storage case sporting scars and nicks|375}}&lt;br /&gt;
{{ShopItem|t=i|polished maple herbal case with provincial emblems engraved on the sides|625}}&lt;br /&gt;
{{ShopItem|t=i|worm-riddled driftwood storage case with a rusty hinge|312}}&lt;br /&gt;
{{ShopItem|t=i|polished ironwood herbal case with a mother-of-pearl inlay|625}}&lt;br /&gt;
{{ShopItem|t=i|polished fir herbal case with pockets filled with dried lavender on the lid|625}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Emmiline&#039;s Cottage, Pantry&lt;br /&gt;
|desc=A shelving unit gleams from regular polishing, their shelves laden with supplies and wares both available for sale and those yet to be unpacked. In the center of the room, a short table sits before a glass display case, both of which hold sparkling treasures. You also see Emmiline and an archway.&amp;lt;br&amp;gt;Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the glass display case}}&lt;br /&gt;
{{ShopItem|t=j|etched gold eternity band|8,750}}&lt;br /&gt;
{{ShopItem|t=j|purple enameled button labeled &amp;quot;Shard Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|white gold wedding band carved with nuzzling unicorns|18,125}}&lt;br /&gt;
{{ShopItem|t=j|gold enameled button labeled &amp;quot;Ratha Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|white enameled button labeled &amp;quot;Aesry Surlaenis&#039;a Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|gold-dipped jadice petal suspended from a leather cord|4,375}}&lt;br /&gt;
{{ShopItem|t=j|blue enameled button labeled &amp;quot;Crossing Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|sea-green enameled button labeled &amp;quot;M&#039;Riss Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|turquoise enameled button labeled &amp;quot;Riverhaven Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|delicate gold-link bracelet with a diamond dusted glaysker charm|31,250}}&lt;br /&gt;
{{ShopItem|t=j|grey enameled button labeled &amp;quot;Wolf Clan Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|delicate gold-link necklace with three dangling glaysker charms|31,250}}&lt;br /&gt;
{{ShopItem|t=j|copper enameled button labeled &amp;quot;Forfedhdar Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|royal blue enameled button labeled &amp;quot;Therenborough Empath&amp;quot;|250}}&lt;br /&gt;
{{ShopItem|t=j|striped enameled button labeled &amp;quot;Tiger Clan Empath&amp;quot;|250}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short table}}&lt;br /&gt;
{{ShopItem|t=i|small cambrinth cottage trimmed in bronze|43,750}}&lt;br /&gt;
{{ShopItem|t=i|gnarled topaz cebi root with cambrinth buds|25,000}}&lt;br /&gt;
{{ShopItem|t=j|cambrinth circlet with gemstone jadice flowers|37,500}}&lt;br /&gt;
{{ShopItem|t=i|old and bloody cloth bandage pinned together with a small cambrinth sewing needle|5,625}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wood shelf}}&lt;br /&gt;
{{ShopItem|t=i|worn leather journal bound by knotted rawhide|3,750}}&lt;br /&gt;
{{ShopItem|t=i|black leather journal with a braided silver edge|3,750}}&lt;br /&gt;
{{ShopItem|t=i|supple journal of brown suede embossed with a wreath of healing herbs in the center|3,750}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the small box labeled &amp;quot;Writing Tools&amp;quot;}}&lt;br /&gt;
{{ShopItem|t=i|silver filigree and green jade stylus|3,750}}&lt;br /&gt;
{{ShopItem|t=i|gold-inlaid burgundy wood stylus|3,750}}&lt;br /&gt;
{{ShopItem|t=i|ebony stylus wrapped with silver wire|1,250}}&lt;br /&gt;
{{ShopItem|t=i|oak stylus burned with the silhouette of a unicorn|625}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the message card hook}}&lt;br /&gt;
{{ShopItem|t=i|black card with white writing on it|375}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the woven basket}}&lt;br /&gt;
{{ShopItem|t=j|ivory medallion suspended from a white silk cord|3,750}}&lt;br /&gt;
{{ShopItem|t=j|bronze medallion suspended from a brown silk cord|3,125}}&lt;br /&gt;
{{ShopItem|t=j|green jade medallion suspended from a green silk cord|11,250}}&lt;br /&gt;
{{ShopItem|t=j|silver medallion suspended from a light blue silk cord|6,250}}&lt;br /&gt;
{{ShopItem|t=j|onyx medallion suspended from a black silk cord|10,000}}&lt;br /&gt;
{{ShopFootnote|A small sign reads &amp;quot;Guardian Spirits, protect and keep me safe.&amp;quot;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
* [[Anatomy Charts]]&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Skills&amp;diff=442047</id>
		<title>Category:Skills</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Skills&amp;diff=442047"/>
		<updated>2016-05-02T17:50:30Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: /* Guild Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; are the measures of your character&#039;s expertise in the various [[:Category:Commands|actions]] available in [[DragonRealms]].  The higher one&#039;s [[rank]]s in a given skill, the better one is in performing the actions associated with that skill.&lt;br /&gt;
&lt;br /&gt;
Below are all the current skills in DragonRealms at a glance. The primary training method only represents the most popular training methods and is not exhaustive. Indirect boosts to skills through stat boosts are not included. Boosting methods from [[Link ability|Empath Links]], [[CJ]], or [[Predictions]] are omitted.&lt;br /&gt;
&lt;br /&gt;
(Under construction)&lt;br /&gt;
&lt;br /&gt;
== [[Guild Skills]] ==&lt;br /&gt;
Guild-specific skills can only be learned and taught by members. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! Guild&lt;br /&gt;
! Skillset&lt;br /&gt;
! Training&lt;br /&gt;
! Boosting Methods&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Empathy]]&lt;br /&gt;
| [[Empath]]&lt;br /&gt;
| [[Lore]]&lt;br /&gt;
| Taking wounds, [[Manipulate ability|manipulating]] creatures, [[Perceive health|{{tt|PERCEIVE HEALTH}}]]&lt;br /&gt;
| [[Gift of Life]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Astrology]]&lt;br /&gt;
| [[Moon Mage]]&lt;br /&gt;
| [[Magic]]&lt;br /&gt;
| Successful [[predictions]], completing [[Astral Travel]]&lt;br /&gt;
| [[Aura Sight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Expertise]]&lt;br /&gt;
| [[Barbarian]]&lt;br /&gt;
| [[Weapons]]&lt;br /&gt;
| Completing a Barbarian-specifc [[Analyze command|ANALYZE]] command, combat maneuvers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Scouting]]&lt;br /&gt;
| [[Ranger]]&lt;br /&gt;
| [[Survival]]&lt;br /&gt;
| [[Hunt command|HUNT]] command, [[Track command|TRACK]] people and creatures, completing [[Ranger trail system|ranger trails]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Backstab]]&lt;br /&gt;
| [[Thief]]&lt;br /&gt;
| [[Survival]]&lt;br /&gt;
| FROM HIDING: [[Backstab command|BACKSTAB]] command against Bipedal Foes; [[Attack command|Attack]] specific body parts; [[Ambush command|Ambush]] abilities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Summoning]]&lt;br /&gt;
| [[Warrior Mage]]&lt;br /&gt;
| [[Magic]]&lt;br /&gt;
| Controlling a [[Familiar]], [[Elemental weapon|Summon Weapon]], Summoning Admittance/Impedance, and using [[Aethereal pathways]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bardic Lore]]&lt;br /&gt;
| [[Bard]]&lt;br /&gt;
| [[Lore]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Asceticism]]&lt;br /&gt;
| [[Paladin]]&lt;br /&gt;
| [[Defense]]&lt;br /&gt;
| Not live yet?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Theurgy]]&lt;br /&gt;
| [[Cleric]]&lt;br /&gt;
| [[Magic]]&lt;br /&gt;
| [[Clerical rituals|Rituals]] train a small amount of Theurgy and boost devotion. [[Communes]] train Theurgy well, but consume devotion.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Thanatology]]&lt;br /&gt;
| [[Necromancers]]&lt;br /&gt;
| [[Survival]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;1.&#039;&#039;&#039; Guild skills can be influenced using Moon mage [[Prediction|prediction]]&lt;br /&gt;
&lt;br /&gt;
Note: Not shown: Trading, guild-specific skill of Traders.&lt;br /&gt;
&lt;br /&gt;
== [[Armor Skillset]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! Types&lt;br /&gt;
! Boosting Methods&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Usage]]&lt;br /&gt;
| [[Small Shields]], [[Medium Shields]], [[Large Shields]] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Light Armor]]&lt;br /&gt;
| [[Cloth]], [[Leather]], [[Bone]]&lt;br /&gt;
| [[Skein of Shadows]], [[Divine Armor]], [[Contemplation]], [[Y&#039;ntrel Sechra]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain Armor]]&lt;br /&gt;
| [[Mail]], [[Chain]], [[Ring]]&lt;br /&gt;
| [[Skein of Shadows]], [[Divine Armor]], [[Contemplation]], [[Y&#039;ntrel Sechra]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brigandine]]&lt;br /&gt;
| [[Lamellar]], [[Brigandine]], [[Scale]]&lt;br /&gt;
| [[Skein of Shadows]], [[Divine Armor]], [[Contemplation]], [[Y&#039;ntrel Sechra]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Plate Armor]]&lt;br /&gt;
| [[Heavy Plate]], [[Plate]], [[Light Plate]]&lt;br /&gt;
| [[Divine Armor]], [[Contemplation]], [[Y&#039;ntrel Sechra]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Defending]]&lt;br /&gt;
| General armor proficiency&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Weapon Skillset]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Magic Skillset]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Survival Skillset]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill (in-depth)&lt;br /&gt;
! Uses&lt;br /&gt;
! Governing Stats&lt;br /&gt;
! Primary Training Method&lt;br /&gt;
! Boosting Methods&lt;br /&gt;
|-&lt;br /&gt;
| [[Evasion]]&lt;br /&gt;
| Avoiding incoming hazards&lt;br /&gt;
| [[Reflex]]&lt;br /&gt;
| [[Combat]]&lt;br /&gt;
| [[Seer&#039;s Sense]], [[Piranha Form]], [[Khri Illusion]], [[Swirling Winds]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Athletics]]&lt;br /&gt;
| Moving over obstacles&lt;br /&gt;
| [[Strength]], [[Stamina]]&lt;br /&gt;
| [[Climbing]], [[Swimming]], CLIMB PRACTICE&lt;br /&gt;
| [[Athleticism]], [[Unyielding]], [[Khri Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Perception]]&lt;br /&gt;
| Searching, Foraging, Picking boxes, Anti-Stealth checks, Juggling&lt;br /&gt;
| [[Wisdom]]&lt;br /&gt;
| [[Hunt]]&lt;br /&gt;
| [[Clear Vision]], [[Eye of Kertigen]], [[Revelation]], [[Khri Sight]], [[Owl Form]], [[Glyph of Light]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stealth]]&lt;br /&gt;
| Hiding/Stealth effectiveness and [[RT]], Stealth Attacks&lt;br /&gt;
| [[Discipline]], [[Agility]], [[Reflex]]&lt;br /&gt;
| [[Combat]]: [[Hiding]], [[Stalking]], [[Ambush]], [[Poach]], [[Snipe]]&lt;br /&gt;
| [[Shadows]], [[Panther Form]], [[Earth Meld]], [[Misdirection]], [[Khri Dampen]], [[Skein of Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Locksmithing]]&lt;br /&gt;
| Disarming and picking boxes&lt;br /&gt;
| [[Agility]], [[Reflex]]&lt;br /&gt;
| Disarm and picking boxes, [[Practice box]]&lt;br /&gt;
| [[Hands of Lirisa]], [[Focus Meditation]], [[Piercing Gaze]], [[Drums of the Snake]], [[Khri Safe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thievery]]&lt;br /&gt;
| Picking coins and gems from pockets, Pilfering items from NPC shops&lt;br /&gt;
| [[Agility]], [[Discipline]]&lt;br /&gt;
| Stealing from shops&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[First Aid]]&lt;br /&gt;
| Reducing Tending RT on Wounds, removing lodged object or creatures&lt;br /&gt;
| &lt;br /&gt;
| Keeping wounds [[tend]]ed over time, studying [[anatomy charts]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Outdoorsmanship]]&lt;br /&gt;
| Foraging effectiveness, mining, removing lodged creatures, animal lore, [[fishing]]&lt;br /&gt;
| [[Intelligence]], [[Wisdom]]&lt;br /&gt;
| Collecting rocks&lt;br /&gt;
| [[Wolf Scent]], [[Tenebrous Sense]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skinning]]&lt;br /&gt;
| Getting higher quality skins and crafting materials from dead creatures.&lt;br /&gt;
| [[Agility]], [[Intelligence]], [[Discipline]]&lt;br /&gt;
| [[Skin]], [[Scrape]]&lt;br /&gt;
| [[Hands of Lirisa]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Lore Skillset]] ==&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Skills&amp;diff=442046</id>
		<title>Category talk:Skills</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Skills&amp;diff=442046"/>
		<updated>2016-05-02T17:49:17Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skills Consistency==&lt;br /&gt;
&lt;br /&gt;
Does anyone else think we need to make a template for making skills pages?  It would be nice to have table of contents in each page, certain constant titles (how to learn, where to learn, usages, etc. etc.)  Of course some skills require a lot more information than others, i.e. appraisals pretty simple whereas power perception and combat skills require more info, but I still think we could have some consistency&lt;br /&gt;
--[[User:Tjorlando|Tjorlando]] 03:04, 31 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Care to mockup one or two categories of this either in a sandbox or something? Myself or Caraamon can easier look at it then. (and others can comment easier). Hard(er) to get an idea of what you are suggesting so far. --03:12, 31 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Something to this effect.  I&#039;m not great at Wiki so I just edited (stole) the Magical Devices page.  What I wanted to show was the table of contents that could be used, hopefully, on every skill. The Table of Contents list is what I&#039;m mostly talking about. The information on the page was obviously just added to show examples or just not deleted from the original page.  I&#039;m sure there are things that can be added or deleted. http://www.elanthipedia.com/wiki/User:Tjorlando/Sandbox&lt;br /&gt;
&lt;br /&gt;
== Front-Page Quality ==&lt;br /&gt;
&lt;br /&gt;
This page is linked from the front page of Elanthipedia. I strongly encourage anyone interested in the quality and appearance of Elanthipedia to step in and make some edits, because it needs some &#039;&#039;serious&#039;&#039; cleanup. --[[User:KASHIK|KASHIK]] ([[User talk:KASHIK|talk]]) 10:03, 12 August 2015 (CDT)&lt;br /&gt;
&lt;br /&gt;
Note: Why is Trading not on the list of Guild-specific skills?&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mags&amp;diff=441881</id>
		<title>Mags</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mags&amp;diff=441881"/>
		<updated>2016-04-30T19:21:23Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: A best-practice tip to save unnecessary foraging added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=-&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Female&lt;br /&gt;
|location=Crossing&lt;br /&gt;
|map=1&lt;br /&gt;
|task=foraging&lt;br /&gt;
}}&lt;br /&gt;
Mags can be found in the Mongers&#039; Bazaar in [[Crossing|The Crossing]].&lt;br /&gt;
She will pay:&lt;br /&gt;
* 5-10 Kronars for {{ilink|i|stick}}s&lt;br /&gt;
* 10-20 Kronars for {{ilink|i|branch}}es&lt;br /&gt;
&lt;br /&gt;
This service is only available until she&#039;s paid a total of about five gold Kronar to a single person. After that point, she will no longer pay for wood given to her.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
Short and round, Mags is a motherly looking Human peddler wearing bright (but oft-patched) garments and a merry blue scarf over her thick black hair.  Her twinkling blue eyes seem to miss nothing as she whistles a happy melody.  A bin half full of sticks and branches of varying sizes and woods rests next to where she is seated.&lt;br /&gt;
&lt;br /&gt;
==== Purpose ====&lt;br /&gt;
Similar to [[Riverhaven]]&#039;s [[Maisie]], the firewood peddler Mags assists new adventurers by buying branches from them, giving them an opportunity to pay off their initial debt plus earn some extra starting coin. She is also a foraging [[Task|task giver]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As with other foraging [[Task|tasks]], working for Mags is a way to earn [[Trading skill|Trading]] experience at low ranks.&lt;br /&gt;
&lt;br /&gt;
==== Tips ====&lt;br /&gt;
Mags will buy containers full of branches or sticks without you having to take each stick out and give it to her.  Just hold the container in your hand and type GIVE &amp;lt;container&amp;gt; TO MAGS.  There cannot be anything else in the container or else Mags will refuse it.&lt;br /&gt;
&lt;br /&gt;
Best practice is to fill a backpack (or other container) with branches, and keep the last branch that won&#039;t fit in hand. Give Mags the backpack first, then hand her the single branch. If you have not given her your quota yet, she will always take the backpack. If she then refuses the single branch, you know your quota is met and there&#039;s no use filling up another backpack.&lt;br /&gt;
&lt;br /&gt;
You can forage branches reliably one room southeast of the NE Gate in Crossing at any time of the day or night.  If it&#039;s daylight, and you have a few ranks of outdoorsmanship under your belt, the best place to forage is Town Green Northeast.  From there, it&#039;s just down the path to Mags.&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tailoring_discipline&amp;diff=440677</id>
		<title>Tailoring discipline</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tailoring_discipline&amp;diff=440677"/>
		<updated>2016-04-18T16:22:22Z</updated>

		<summary type="html">&lt;p&gt;KTHULHUKID: Muspar&amp;#039;i has all crafting societies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{idrive}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
Tailoring is a discipline of the [[Outfitting skill]]. The system went live in Prime on January 14, 2012.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Currently, the only open locations are the [[Crossing Outfitting Society]], the [[Riverhaven Outfitting Society]], and the [[Muspar&#039;i Outfitting Society]].&lt;br /&gt;
&lt;br /&gt;
==Cloth Preparation==&lt;br /&gt;
===Spinning===&lt;br /&gt;
&lt;br /&gt;
:Spinning is the process of turning plant fibers into thread.  To do so, {{com|put}} the fibers on a distaff or spinning wheel; a distaff can hold 100 yards of fiber, while a spinning wheel can hold 400. You can then {{com|adjust}} the wheel or distaff to produce &#039;&#039;&#039;fine&#039;&#039;&#039;, &#039;&#039;&#039;thin&#039;&#039;&#039;, &#039;&#039;&#039;average&#039;&#039;&#039;, &#039;&#039;&#039;thick&#039;&#039;&#039;, &#039;&#039;&#039;heavy&#039;&#039;&#039; thread, or &#039;&#039;&#039;yarn&#039;&#039;&#039;; thinner thread is harder to spin, but you produce more thread per yard of fiber.  Certain thicknesses of thread will not work well for certain projects; thinner thread for cloth, thicker thread is better for leather.  Once you have chosen the correct thickness, simply {{com|spin}} your distaff or wheel to begin.&lt;br /&gt;
&lt;br /&gt;
:* If your thread becomes dull due to grime, {{com|clean}} the wheel or distaff to wipe away the grime.&lt;br /&gt;
:* If the fiber begins to bunch together, {{com|push}} the wheel or distaff to adjust it.&lt;br /&gt;
:* If a counter-twist in the fiber strand threatens to unravel if not corrected, {{com|turn}} the wheel or distaff to even the thread.&lt;br /&gt;
&lt;br /&gt;
===Weaving===&lt;br /&gt;
&lt;br /&gt;
:Weaving allows you to turn thread into cloth using a loom. To do so, {{com|put}} two spools of thread, each of at least 10 yards, on the loom. Simple looms, such as the ones in the [[Crossing Outfitting Society]], can only weave together threads of the same type into basic cloth. Once you have placed the thread on the loom, simply {{com|weave}} it.&lt;br /&gt;
&lt;br /&gt;
:* If the threads bunch together, {{com|turn}} the loom to adjust them.&lt;br /&gt;
:* If the threads begin to unravel, {{com|push}} the loom to tighten it.&lt;br /&gt;
:* If there is dust and debris obstructing the prim of the shuttle, {{com|clean}} the loom to untangle the knots and loops.&lt;br /&gt;
&lt;br /&gt;
==Leather Preparation==&lt;br /&gt;
&lt;br /&gt;
:Leather objects begin with a hide or pelt {{com|skin}}ned from a creature after using {{com|arrange}} to select for a skin. Currently each skin will provide between two and five yards of material depending on the size of creature.&lt;br /&gt;
&lt;br /&gt;
:Tanning begins by {{com|scrape}}ing the hide or pelt until clean.&lt;br /&gt;
&lt;br /&gt;
:After an application of tanning salts, the curing will take place without further interaction. Further application of salts will increase the speed of tanning, but has an escalating skill check with each additional application.&lt;br /&gt;
&lt;br /&gt;
:Furthermore, if only a single application of salts is used and the full time is taken, then a bonus to quality is applied to the skin.&lt;br /&gt;
&lt;br /&gt;
==Sewing==&lt;br /&gt;
:Sewing is the process of using a piece of cloth or leather and some thread to create a finished item. The first step is to turn your tailoring book to the desired chapter and page, then {{com|study}} it. Once you have done so, get your cloth in one hand, some scissors in the other, and {{com|cut}} &#039;&#039;&amp;lt;cloth&amp;gt;&#039;&#039; {{tt|with scissors}}. Having done so, get a needle, {{com|put}} some thread on it, and {{com|push}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with needle}}.&lt;br /&gt;
&lt;br /&gt;
:* If the material is folding or becoming misaligned, get some pins and {{com|poke}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with pins}}.&lt;br /&gt;
:* If the fabric becomes creased or wrinkled, get a slickstone or a warm flat-iron and {{com|rub}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with slickstone}} or {{tt|flat-iron}}.&lt;br /&gt;
:* If you need to remeasure, first get a yardstick and {{com|measure}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with yardstick}}, then get scissors and {{com|cut}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with scissors}}.&lt;br /&gt;
:* If you need more holes in the hide, get an awl and {{tt|poke}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; {{tt|with awl}}.&lt;br /&gt;
&lt;br /&gt;
:Each time you {{tt|push}} your item with the needle, it uses up about a yard of thread.&lt;br /&gt;
&lt;br /&gt;
==Knitting==&lt;br /&gt;
&lt;br /&gt;
:Knitting is the process of making clothing from yarn.  Yarn is a thicker version of thread and can be made by the same spinning process as making thread.  100 yards of fiber makes 40 yards yarn.&lt;br /&gt;
&lt;br /&gt;
:To knit an item, first {{com|study}} your tailoring book to learn the design.  Next, put away the tailoring book and hold a pair of {{tt|knitting needles}} and some yarn.  {{com|knit}} yarn with {{tt|knitting needles}} to begin the project.  The unfinished item will be located on the {{tt|knitting needles}} until the project has been completed.  To craft the item, {{com|knit}} {{tt|knitting needles}}.  When the item is finished {{com|cast}} {{tt|knitting needles}} to tie off and complete the item.&lt;br /&gt;
&lt;br /&gt;
:* Some additional {{com|push}}ing and {{com|turn}}ing may be required to add purl stitch and ribbing to the item.&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
:&#039;&#039;See [[Tailoring Techniques]].&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See [[Crafting Tools]] for an in-depth discussion of them.&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
:Material for Tailoring comes in [[Crafting_Material#Common_Fabric|cloth]], yarn, and [[Crafting_Material#Common_Leather|leather]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See [[Tailoring Products]].&lt;br /&gt;
&lt;br /&gt;
==Cutting==&lt;br /&gt;
:To reduce its length of fibers, thread, and cloth:&lt;br /&gt;
:*{{com|mark}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; at X {{tt|yards}}&lt;br /&gt;
:*{{com|cut}} fiber {{tt|with scissors}}&lt;br /&gt;
&lt;br /&gt;
:The amount marked is the amount that will be cut off.  For example, if a 10-yard piece of material is marked at 6 yards and then cut, exactly 6 yards will be cut off.  The person would be left holding 4 yards of material.&lt;br /&gt;
&lt;br /&gt;
:There is a page in Chapter 1 of the tailoring book explaining how to {{com|combine}}, {{com|mark}}, and {{com|cut}} fabrics.&lt;br /&gt;
&lt;br /&gt;
==Assembling==&lt;br /&gt;
&lt;br /&gt;
:When an item requires more than one ingredient, additional ingredients can be added with the {{com|assemble}} command:&lt;br /&gt;
&lt;br /&gt;
:*{{com|assemble}} &#039;&#039;&amp;lt;ingredient1&amp;gt;&#039;&#039; {{tt|with}} &#039;&#039;&amp;lt;ingredient2&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:After the ingredients have been successfully assembled the item must typically be sewn again to complete the process.&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
To repair cloth or leather item you will need sewing needles (with thread) and a slickstone.&lt;br /&gt;
&lt;br /&gt;
:First, take your threaded needle and:&lt;br /&gt;
:*{{com|push}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; with needle&lt;br /&gt;
:Then you need to put your needle away, get your slickstone out and:&lt;br /&gt;
:*{{com|rub}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039; with slickstone&lt;br /&gt;
&lt;br /&gt;
You may need to repeat the process several times before you have a fully repaired item. Knowledge of techniques means less attempts at repair and can also grant a measure of damage prevention for a time.&lt;br /&gt;
{{RefAl|}}&lt;br /&gt;
{{cat|Creation systems}}&lt;/div&gt;</summary>
		<author><name>KTHULHUKID</name></author>
	</entry>
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