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		<id>https://elanthipedia.play.net/index.php?title=Shaping_products&amp;diff=679262</id>
		<title>Shaping products</title>
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		<updated>2025-11-03T17:51:47Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* Wood Furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
These are the items that can currently be produced by the [[Shaping discipline]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wood==&lt;br /&gt;
===Lumberjacking and Wood Preparation===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 1 || lumberjacking basics  || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || wood preparation || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || forest information || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{ilink|i|short pole (wood)|short &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pole}} || Apprentice || 02 - Very Easy || || Basic Lumberjacking || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 1 || bowcrafting instructions || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || wood weapon repair || Apprentice ||  || ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{ilink|i|small sphere (wood)|small &#039;&#039;&amp;lt;wooden&amp;gt;&#039;&#039; sphere}} || Journeyman || 05 - Basic || || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shortbow Crafting===&lt;br /&gt;
All shortbows require 1 finished bow string plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:toy bow (crafted)|toy bow]] || Apprentice || 01 - Extremely Easy ||  || Bowcrafting Basics || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:practice shortbow (crafted)|practice shortbow]] || Apprentice || 02 - Very Easy ||  || Bowcrafting Basics || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:simple shortbow (crafted)|simple shortbow]] || Apprentice || 02 - Very Easy ||  || Bowcrafting Basics || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:light shortbow (crafted)|light shortbow]] || Apprentice || 03 - Easy ||  || Bowcrafting Basics || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:farmer&#039;s shortbow (crafted)|farmer&#039;s shortbow]] || Apprentice || 03 - Easy ||  || Bowcrafting Basics || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:shortbow (crafted)|shortbow]] || Apprentice || 04 - Simple ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:sturdy shortbow (crafted)|sturdy shortbow]] || Apprentice || 04 - Simple ||  || Bowcrafting Basics || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:alpine shortbow (crafted)|alpine shortbow]] || Journeyman || 05 - Basic ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:saddle bow (crafted)|saddle bow]] || Journeyman || 05 - Basic ||  || Shortbow Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:flight bow (crafted)|flight bow]] || Journeyman || 05 - Basic ||  || Advanced Heavy Bowcraft || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:steppe bow (crafted)|steppe bow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Heavy Bowcraft || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:battle shortbow (crafted)|battle shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Heavy Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:forester&#039;s shortbow (crafted)|forester&#039;s shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Light Bowcraft || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:Nisha shortbow (crafted)|Nisha shortbow]] || Journeyman || 06 - Somewhat Challenging ||  || Advanced Light Bowcraft || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Weapon:competition shortbow (crafted)|competition shortbow]] || Journeyman || 07 - Challenging ||  || Advanced Light Bowcraft || 6 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Longbow Crafting===&lt;br /&gt;
All longbows require 1 finished bow string plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:simple longbow (crafted)|simple longbow ]]|| Apprentice || 04 - Simple ||  || Bowcrafting Basics || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:practice longbow (crafted)|practice longbow]] || Journeyman || 05 - Basic ||  || Bowcrafting Basics || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:longbow (crafted)|longbow]] || Journeyman || 06 - Somewhat Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:sturdy longbow (crafted)|sturdy longbow]] || Journeyman || 06 - Somewhat Challenging ||  || Longbow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:flatbow (crafted)|flatbow]] || Journeyman || 07 - Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:skirmisher&#039;s bow (crafted)|skirmisher&#039;s bow]] || Journeyman || 07 - Challenging ||  || Longbow Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:reflex longbow (crafted)|reflex longbow]] || Journeyman || 07 - Challenging ||  || Advanced Heavy Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:self bow (crafted)|self bow]] || Journeyman || 08 - Complicated ||  || Advanced Light Bowcraft || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:recurve longbow (crafted)|recurve longbow]] || Journeyman || 08 - Complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:forester&#039;s longbow (crafted)|forester&#039;s longbow]] || Journeyman || 08 - Complicated ||  || Advanced Light Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:battle longbow (crafted)|battle longbow]] || Journeyman || 08 - complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Weapon:competition longbow (crafted)|competition longbow ]]|| Master || 09 - Intricate ||  || Advanced Light Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Composite Bow Crafting===&lt;br /&gt;
All composite bows require 1 finished bow string and 1 bone, wood or horn backing material plus an amount of lumber&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:composite bow (crafted)| composite bow]] || Journeyman || 07 - Challenging ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:double-backed bow (crafted)| double-backed bow]] || Journeyman || 07 - Challenging ||  || Composite Bow Shaping || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:recurve bow (crafted)| recurve bow]] || Journeyman || 08 - Complicated ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:forester&#039;s bow (crafted)| forester&#039;s bow]] || Journeyman || 08 - Complicated ||  || Composite Bow Shaping || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:reflex bow (crafted)| reflex bow]] || Journeyman || 08 - Complicated ||  || Advanced Heavy Bowcraft || 8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:savannah bow  (crafted)| savannah bow]] || Master || 09 - Intricate ||  || Advanced Light Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:footman&#039;s bow (crafted)| footman&#039;s bow]]|| Master || 09 - Intricate ||  || Advanced Heavy Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:horseman&#039;s bow (crafted)| horseman&#039;s bow]] || Master || 09 - Intricate ||  || Advanced Light Bowcraft || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:battle bow (crafted)| battle bow || Master]] || 10 - Difficult ||  || Advanced Heavy Bowcraft || 10 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Weapon:competition bow (crafted)| competition bow]] || Master || 10 - Difficult ||  || Advanced Light Bowcraft || 10 pieces&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fletching===&lt;br /&gt;
All arrows require 1 arrow shafts (created from lumber), 1 arrowheads (shaped from the appropriate material) and 1 arrow flights. Each production run will produce 5 arrows.  A [[Dreamheart/Ammunition_Quick_Reference_Chart|quick reference chart]] is available for damage appraisal.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Part !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 5 || arrowhead shaping || -- || Apprentice ||~50 engineering ranks&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || arrow shaft shaping || -- || Apprentice ||~50 engineering ranks&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|cougar-claw arrow|cougar-claw arrows}} || [[cougar|curved claw]] || Apprentice || 04 - Simple ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|boar-tusk arrow|boar-tusk arrows}} || [[wild boar|boar tusk]] || Apprentice || 04 - Simple ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|sabertooth arrow|sabertooth arrows}} || [[sabre-toothed warcat|sabre-length ivory fang]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|angiswaerd arrow|angiswaerd arrows}} || [[marbled angiswaerd|angiswaerd tooth]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|hele&#039;la arrow|hele&#039;la arrows}} || [[sleek hele&#039;la|needlesharp tooth]] || Journeyman || 06 - Somewhat Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|basilisk arrow|basilisk arrows}} || [[lesser dusky-scaled basilisk|stone-grey basilisk fang]] || Journeyman || 07 - Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|elsralael arrow|elsralael arrows}} || [[sinuous elsralael|razor-edged elsralael tooth]] || Journeyman || 07 - Challenging ||  || Basic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|soot-stained arrow|soot-stained arrows}}  || [[young firecat|soot-streaked fang]] || Journeyman || 08 - Complicated ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|ice-adder arrow|ice-adder arrows}} || [[sinuous ice adder|crystalline adder fang]] || Master || 09 - Intricate ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|jagged-horn arrow|jagged-horn arrows}} || [[storm bull|jagged horn]] || Master || 10 - Difficult ||  || Exotic Fletching || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{sloot|w|drake-fang arrow|drake-fang arrows}} || [[lava drake|razor-sharp drake fang]] || Master || 10 - Difficult ||  || Exotic Fletching || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1 - All arrowheads are equally easy to shape. Material workability is not a factor. &amp;lt;br/&amp;gt;&lt;br /&gt;
2 - Outside of quality, arrow shaft material stats have no influence on the finished arrow product. Less workable woods will require more than 50 engineering ranks to shape an arrow shaft.&lt;br /&gt;
&lt;br /&gt;
===Shaping Enhancements===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|simple burin (wood)|simple &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Apprentice || 04 - Simple ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|fine burin (wood)|fine &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Master || 09 - Intricate ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{ilink|i|ornate burin (wood)|ornate &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; burin}} || Master || 12 - Extremely Difficult ||  || Exotic Wood Adornments || 4 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow lamination ||  || varies ||  || Bow Lamination || 1 backing material&lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow lightening ||  || varies ||  || Advanced Bow Enhancement || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || bow cable-backing ||  || varies ||  || Advanced Bow Enhancement || 1 leather strips&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Accessories===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|band (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; band}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|nose ring (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; nose ring}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece &lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|toe ring (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; toe ring}} || Apprentice || 01 - Extremely Easy ||  || Decorative Wood Shaping || 1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|bracelet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bracelet}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|anklet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; anklet}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pin}} || Apprentice || 02 - Very Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|cloak pin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cloak pin}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|shallow cup (wood)|shallow &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cup}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|hairpin (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; hairpin}} || Apprentice || 03 - Easy ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|tailband (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; tailband}} || Apprentice || 03 - Easy ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pendant (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; pendant}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 1 piece and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|amulet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; amulet}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|medallion (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; medallion}} || Apprentice || 04 - Simple ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|pair of earrings (wood)|pair of &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; earrings}} || Apprentice || 04 - Simple ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|earcuff (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; earcuff}} || Journeyman || 05 - Basic ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|brooch (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; brooch}} || Journeyman || 05 - Basic ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|armband (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; armband}} || Journeyman || 06 - Somewhat Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|belt buckle (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; belt buckle}} || Journeyman || 06 - Somewhat Challenging ||  || Decorative Wood Shaping || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|choker (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; choker}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|locket (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; locket}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 2 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|bangles (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bangles}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|tiara (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; tiara}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|articulated bracelet (wood)|articulated &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bracelet}} || Journeyman || 07 - Challenging ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|circlet (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; circlet}} || Journeyman || 08 - Complicated ||  || Exotic Wood Adornments || 3 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|articulated necklace (wood)|articulated &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; necklace}} || Journeyman || 08 - Complicated ||  || Decorative Wood Shaping || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|crown (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; crown}} || Master || 09 - Intricate ||  || Exotic Wood Adornments || 3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|comb (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; comb}} || Master || 10 - Difficult ||  || Exotic Wood Adornments || 2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|mask (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; mask}} || Master || 10 - Difficult ||  || Exotic Wood Adornments || 3 pieces and 1 short leather cord&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{ilink|i|haircomb (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; haircomb}} || Master || 11 - Very Difficult ||  || Exotic Wood Adornments || 3 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shaped Images===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|bead (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bead}}      || Apprentice ||  01 - Extremely Easy       || requires [[design codex]] || Simple Image Shaping      ||  1 piece &lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed bead (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bead}}      || Apprentice ||  02 - Very Easy            || requires [[design codex]] || Advanced Image Shaping      ||  1 piece&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|totem (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; totem}}              || Apprentice ||  03 - Easy                 || requires [[design codex]] || Simple Image Shaping     ||  2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed totem (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; totem}}     || Apprentice ||  04 - Simple               || requires [[design codex]] || Advanced Image Shaping      ||  2 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|figurine (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; figurine}}           || Journeyman ||  05 - Basic                || requires [[design codex]] || Simple Image Shaping     ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|wand (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; wand}}               || Journeyman ||  06 - Somewhat challenging ||                           || Simple Image Shaping     ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed figurine (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; figurine}}  || Journeyman ||  08 - Complicated || requires [[design codex]] || Advanced Image Shaping ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|rod (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; rod}}                || Journeyman ||  07 - Challenging          ||                           || Advanced Image Shaping ||  3 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|statuette (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statuette}}          || Journeyman ||  07 - Challenging          || requires [[design codex]] || Simple Image Shaping     ||  8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed statuette (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statuette}} || Master ||  08 - Complicated          || requires [[design codex]] || Advanced Image Shaping ||  8 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|statue (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statue}}             || Master ||  09 - Intricate            || requires [[design codex]] || Simple Image Shaping     || 20 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{ilink|i|detailed statue (wood)|detailed &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; statue}}    || Master || 12 - Extremely Difficult            || requires [[design codex]] || Advanced Image Shaping || 20 pieces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Weaponry===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|cane (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; cane}} || Apprentice || 03 - Easy || apprentice || Martial Wood Shaping || 7 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|nightstick (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; nightstick}} || Apprentice || 03 - Easy ||  || Martial Wood Shaping || 6 pieces + 1 leather strips&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|quarterstaff (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; quarterstaff}} ||Apprentice  || 04 - Simple ||  || Martial Wood Shaping || 9 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|walking cane (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; walking cane}} || Apprentice || 04 - Simple ||  || Martial Wood Shaping || 6 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|crook (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; crook}} || Journeyman  || 05 - Basic ||  || Martial Wood Shaping || 5 pieces&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|bo staff (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; bo staff}} || Journeyman || 06 - Somewhat Challenging ||  || Martial Wood Shaping || 8 pieces + 1 leather strips&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{ilink|w|weighted staff (wood)|weighted staff}} || Master || 10 - Difficult ||  || Martial Wood Shaping || 9 pieces + 1 leather strips&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wood Furniture===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|rough table (wood)|rough &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Apprentice || 03 - Easy || || Wood Furniture Shaping || 15 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|low table (wood)|low &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Apprentice || 04 - Simple || Masterful holds 15 items|| Wood Furniture Shaping || 18 pieces + 4 short wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|high table (wood)|high &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 05 - Basic || || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|round table (wood)|round &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  ||Journeyman  || 06 - Somewhat Challenging ||Holds 15 items || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|square table (wood)|square &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 06 - Somewhat Challenging || || Wood Furniture Shaping || 20 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|long table (wood)|long &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 07 - Challenging || || Wood Furniture Shaping || 25 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|oval table (wood)|oval &#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; table}}  || Journeyman || 07 - Challenging || || Wood Furniture Shaping || 25 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|dining table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; dining table}}  || Master || 08 - Complicated || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|buffet table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; buffet table}}  || Master || 08 - Complicated || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|refectory table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; refectory table}}  || Master || 09 - Intricate || || Wood Furniture Shaping || 30 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|parquet table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; parquet table}}  || Master || 10 - Difficult ||Holds 15 items || Wood Furniture Shaping || 32 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{ilink|i|meditation table (wood)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; meditation table}}  || Master || 10 - Difficult || Holds 15 items || Wood Furniture Shaping || 32 pieces + 4 long wooden pole&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clay==&lt;br /&gt;
===Clay Accessories===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &#039;&#039;&amp;lt;empty&amp;gt;&#039;&#039;  || ||  || ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clay Imagery===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Chapter !! Item !! Book !! Difficulty || Notes || Technique || Volume&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &#039;&#039;&amp;lt;empty&amp;gt;&#039;&#039;  || ||  || ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Instructions==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Type || Difficulty || Technique || Volume || Source|| Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|w|Smooth tonfa (crafted)|&#039;&#039;&amp;lt;wood&amp;gt; smooth&#039;&#039; tonfa}} || Short Staff ||06 - Somewhat Challenging || Martial Wood Shaping || 7 || [[Drathrok&#039;s_Duskruin_426/Incidental_loot|Duskruin Incidental 426]]||&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|w|Balanced_tonfa_(crafted)|&#039;&#039;balanced &amp;lt;wood&amp;gt;&#039;&#039; tonfa}} || Short Staff || 08 - Complicated || Martial Wood Shaping || 8 || [[Drathrok&#039;s Assemblage (4)| Drathrok&#039;s Assemblage 426]] ||&lt;br /&gt;
|-&lt;br /&gt;
| {{ilink|i|long trencher (crafted)|&#039;&#039;&amp;lt;wood&amp;gt;&#039;&#039; long trencher}} || Misc. || 01 - Extremely Easy || Decorative Wood Shaping || 2 || [[Bradyn]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{cat|Creation systems}}&lt;br /&gt;
&lt;br /&gt;
==Material worth for work orders==&lt;br /&gt;
&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;{{int:show}}&amp;quot; data-collapsetext=&amp;quot;{{int:hide}}&amp;quot; style=&amp;quot;width:300px;&lt;br /&gt;
|+ class=&amp;quot;wrap&amp;quot; | List of estimated value of {{com|forage}}{{tt|D}} wood generated by [[Denoces]]. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
:&amp;lt;Strong&amp;gt;From high to low. fq = fine quality&amp;lt;/Strong&amp;gt;&lt;br /&gt;
:2 kapok toe rings fq 2338, 2443, 2496, 2522&lt;br /&gt;
:2 walnut toe rings fq 2225, 2275, 2300, 2400&lt;br /&gt;
:2 teak toe rings fq 2200x2, 2300x2, 2350, 2375&lt;br /&gt;
:2 ebony toe rings fq 2225, 2275x2, 2300, 2325, 2350&lt;br /&gt;
:2 redwood toe rings fq 1869, 1887, 1996, 1924, 2032, 2050&lt;br /&gt;
:2 yew toe rings fq 1840x2, 1857, 1910, 1962x2, 1980, 1997&lt;br /&gt;
:2 rosewood toe rings fq 1812, 1828, 1942&lt;br /&gt;
:2 mahogany toe rings fq 1827, 1859x2, 1874, 1905&lt;br /&gt;
:2 cherry toe rings fq 1877, 1893&lt;br /&gt;
:2 willow toe rings fq 1770&lt;br /&gt;
:2 osage toe rings fq 1765&lt;br /&gt;
:2 cedar toe ring fq 1715&lt;br /&gt;
:2 larch toe rings fq 1708&lt;br /&gt;
:2 oak toe rings fq 1660, 1715&lt;br /&gt;
:2 maobi toe rings fq 1642, 1721&lt;br /&gt;
:2 apple toe rings fq 1600, 1675x2&lt;br /&gt;
:2 hickory toe rings fq 1618&lt;br /&gt;
:2 elm toe rings fq 1596&lt;br /&gt;
:2 mangrove toe rings fq 1562&lt;br /&gt;
:2 alder toe rings fq 1510, 1560&lt;br /&gt;
:2 hemlock toe rings fq 1524&lt;br /&gt;
:2 bocote toe rings fq 1520&lt;br /&gt;
:2 aspen toe rings fq 1490, 1530&lt;br /&gt;
:2 ash toe rings fq 1459, 1505, 1524, 1524&lt;br /&gt;
:2 fir toe rings fq 1472&lt;br /&gt;
:2 birch toe rings fq 1437&lt;br /&gt;
:2 cypress toe rings fq 1412x2&lt;br /&gt;
:2 maple toe rings fq 1336, 1343, 1350, 1391, 1398&lt;br /&gt;
:2 spruce toe rings fq 1390&lt;br /&gt;
:2 pine toe rings fq Low 1300&#039;s&lt;br /&gt;
:2 balsa toe rings fq 1240, 1245, 1250, 1255, 1260x2, 1265, 1270, 1275, 1280x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;Strong&amp;gt;Currently, F2P accounts can no longer earn money from work orders.&amp;lt;/strong&amp;gt;&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fang_Cove&amp;diff=677980</id>
		<title>Fang Cove</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fang_Cove&amp;diff=677980"/>
		<updated>2025-10-30T20:03:40Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* Important activities */ added athletics ranks estimate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|province=Ilithi&lt;br /&gt;
|est=404 AV&lt;br /&gt;
|currency=Dokora&lt;br /&gt;
|gov=[[Estate Holder Council]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A primarily [[Estate Holder]]-only area, Fang Cove is the location of current and future Estate Holder shops and services. &lt;br /&gt;
&lt;br /&gt;
===Access===&lt;br /&gt;
There are five ways to reach Fang Cove:&lt;br /&gt;
* [[Sea Mammoths]] from [[Ratha]] and [[Acenamacra Village]].&lt;br /&gt;
* Activated [[Estate Holder rings]].&lt;br /&gt;
* [[Astral travel]] utilizing the [[Grazhir]] shard Vellano; located within a monolithic black dome capped with crystal on the docks.&lt;br /&gt;
* Manually sailing there. Head south in the Reshal Sea from [[Hara&#039;jaal]] until you reach Wolf&#039;s Maw. Turn southwest and sail until reaching the dock.&lt;br /&gt;
* Estate holder portals.&lt;br /&gt;
The immediate vicinity around the docks, including the Grazhir shard, are accessible to non-Estate holders.&lt;br /&gt;
&lt;br /&gt;
==Government, history, and background==&lt;br /&gt;
&lt;br /&gt;
===Government type===&lt;br /&gt;
Fang Cove is administered by the [[Estate Holder Council]].&lt;br /&gt;
&lt;br /&gt;
===Prominent people===&lt;br /&gt;
* [[Bacon Man]]&lt;br /&gt;
* [[Wickett|Gemsmith Wickett]]&lt;br /&gt;
* [[Osmandikar|Blacksmith Osmandikar]]&lt;br /&gt;
* [[Gorund|Furrier Gorund]]&lt;br /&gt;
* [[Yrisa|Healer Yrisa]]&lt;br /&gt;
* [[Lakyan|Tailor Lakyan]]&lt;br /&gt;
* [[cheerful Elven peddler]]&lt;br /&gt;
* [[Novice Binder Serdal]]&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Located on an inhospitable and remote portion of the [[Ilithi]]an coast, it was &amp;quot;discovered&amp;quot; in 404 AV during an Estate Holder Council search for the survivors of a large trading fleet that had been missing for 10 years.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* [[Fang&#039;s Peak]]&lt;br /&gt;
===Mineable areas===&lt;br /&gt;
* [[Beneath Fang&#039;s Peak]]&lt;br /&gt;
* [[Talas Sagamat]]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
{{#ask:[[Category:Fang Cove shops]]&lt;br /&gt;
|format=ul&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
*[[The Shanty]]&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
* [[Cabana]] - Alteration sessions at the cabana on Fang Cove (refer to the Event Calendar for times). After being picked from the list, that character must wait 4 months to enter the cabana again. This means that after receiving an alteration, you must wait 4 months to enter the cabana to join the list again. You can check the date of your last Premium alteration using PREMIUM 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Fang Cove shops will rotate on, in ideal conditions on Tuesdays (at an unknown time), but this can drift later depending on a number of things. &amp;lt;ref&amp;gt;[[Post:Tuesday_Tidings_10_-_04/28/2020_-_19:47]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
*Climbing, Swimming, and Escaping. Athletics 20+ to enter bizwar area, 50+ to leave shark area.&lt;br /&gt;
*Vine rope swinging: there are four climbables in Fang&#039;s Shadow that are connected by {{com|swing}}ing between them on vine ropes&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[Fishing]]: also has a local leaderboard, if you catch a big fish you can be mentioned as a local hero!&lt;br /&gt;
*[[Fang Cove beach combing]]: have fun digging in the sand and coral around the island, find some shiny things and make a few coin for a cool drink after!&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
* [[:Category:Fang Cove creatures|Fang Cove bestiary]]&lt;br /&gt;
* [[Ilithi hunting ladder/Fang Cove hunting ladder|Fang Cove hunting ladder]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[[RanikMap150]]&lt;br /&gt;
&lt;br /&gt;
==Debt Collection==&lt;br /&gt;
*Type PAY inside the bank vault or either exchange office to access the following service:&lt;br /&gt;
&lt;br /&gt;
*PREMIUM DEBT COLLECTION SERVICES&lt;br /&gt;
 For our esteemed Estate Holders, we are pleased to offer a &lt;br /&gt;
 new service where we will pay your debts in distant lands! &lt;br /&gt;
 There is a 5% fee on the debt you wish to pay in order to &lt;br /&gt;
 use this service, with a minimum fee of a silver.  Please &lt;br /&gt;
 understand that all costs are in the currency of the area &lt;br /&gt;
 whose debt you wish to pay off.&lt;br /&gt;
&lt;br /&gt;
 PAY [ZOLUREN|THERENGIA|ILITHI|QI|FORFEDHDAR] [AMOUNT] {CHECK}&lt;br /&gt;
 Adding CHECK will tell you what it will cost including our&lt;br /&gt;
 fee but will not pay the debt.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Ilithi cities, Cities}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Wipe_command&amp;diff=671357</id>
		<title>Wipe command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Wipe_command&amp;diff=671357"/>
		<updated>2025-08-26T22:10:03Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* Wet Instrument Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Command&lt;br /&gt;
|rp=No&lt;br /&gt;
|combat=No&lt;br /&gt;
|magic=No&lt;br /&gt;
|settings=No&lt;br /&gt;
|systems=No&lt;br /&gt;
}}&lt;br /&gt;
Used to dry a wet [[instruments|instrument]] with a cloth, such as a [[Item:Chamois cloth|chamois cloth]].&lt;br /&gt;
&lt;br /&gt;
Instruments may become wet if you&#039;re holding or wearing them while [[swimming]] or while outside when it [[Weather#Rain|rains]] or [[Weather#Snow|snows]].&lt;br /&gt;
&lt;br /&gt;
You need to dry your instrument before you can use it again and to help prevent damage to the instrument.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
# &#039;&#039;wipe &amp;lt;instrument&amp;gt; with &amp;lt;cloth&amp;gt;&#039;&#039; - to wipe the water off&lt;br /&gt;
# &#039;&#039;wring &amp;lt;cloth&amp;gt;&#039;&#039; - to wring out the water from your cloth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; wipe zill with cloth&lt;br /&gt;
Using your cloth, you scrub at your thin-edged zills in attempt to wipe the water from them.  Your cloth soaks up the water easily, but remains noticably damp afterwards.&lt;br /&gt;
[Roundtime: 16 seconds.]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look cloth&lt;br /&gt;
The chamois cloth is very damp.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; wring cloth&lt;br /&gt;
You wring out a wet chamois cloth, water dribbling down your hands to splash at your feet.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; wring cloth&lt;br /&gt;
You wring out a damp chamois cloth, squeezing out the last bit of water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; wring cloth&lt;br /&gt;
You wring a dry chamois cloth into a twisted rope, then shake it out again.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look cloth&lt;br /&gt;
The chamois cloth is as dry as a bone!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; clean zill with cloth&lt;br /&gt;
Using your cloth you try to clean some polished thin-edged zills.  All goes well until you run into a few stubborn spots that you just can&#039;t seem to touch.&lt;br /&gt;
[Roundtime: 15 seconds.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wet or Damaged Instrument Messaging==&lt;br /&gt;
* Freezing water drips from your thin-edged zills.&lt;br /&gt;
* A soft creaking sound can be heard from your ram&#039;s horn as the water soaking into it slightly warps it.&lt;br /&gt;
&lt;br /&gt;
==Swimming==&lt;br /&gt;
If you wear your instrument while swimming then it will get wet.&lt;br /&gt;
&lt;br /&gt;
 Your thin-edged zills are thoroughly soaked by the water they rest in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=661238</id>
		<title>Dokorum</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=661238"/>
		<updated>2025-03-04T23:33:35Z</updated>

		<summary type="html">&lt;p&gt;LISAE: Removed shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
 &lt;br /&gt;
You see Master of Knots Dokorum, Trustee of Elanthia, a Gnome Trader.&lt;br /&gt;
Dokorum has a round face, sullenly glowing yellow eyes and a small nose.  He has thinning white hair, with weathered skin and a portly build.&lt;br /&gt;
He has a single sparkling golden diamond painted around his left eye.&lt;br /&gt;
He appears to be an adult.&lt;br /&gt;
He has a thick bushy mustache that droops heavily on his upper lip and a long shaggy beard.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He is wearing a carved ironwood ring shaped like a coiled dragon, a soft gem pouch, a quilted goldweave doublet lined with purple silk, a mocha brown linen ascot fastened with a gold pin, some knee-high black leather boots with thick cuffs, a gold and citrine ring, and a pair of faded black cotton pants buttoned at the waist.&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=661237</id>
		<title>Baby Got Yak</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=661237"/>
		<updated>2025-03-04T23:32:53Z</updated>

		<summary type="html">&lt;p&gt;LISAE: Shop is closed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=DRWordle_(script)&amp;diff=645137</id>
		<title>DRWordle (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=DRWordle_(script)&amp;diff=645137"/>
		<updated>2024-06-02T00:02:17Z</updated>

		<summary type="html">&lt;p&gt;LISAE: added cuska&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=events&lt;br /&gt;
|fe=Genie&lt;br /&gt;
|auth=Shift&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Updated word list on 5-21-2023, added &amp;quot;infinite run&amp;quot; option.  &lt;br /&gt;
Word list as of 5-23-2022&lt;br /&gt;
&lt;br /&gt;
   .drwordle solve&lt;br /&gt;
  Attempts to solve the puzzle. &lt;br /&gt;
&lt;br /&gt;
  .drwordle debug&lt;br /&gt;
  Enters debug mode.  use &amp;quot;#parse NEXTCASE&amp;quot; without the quotes to progress it.&lt;br /&gt;
&lt;br /&gt;
  drwordle help&lt;br /&gt;
  Shows possible commands. &lt;br /&gt;
&lt;br /&gt;
Important Notes: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Turn the recommend only variable in the custom variables section to ON if you want the script to give you recommendations rather than solve the puzzle for you. &lt;br /&gt;
&lt;br /&gt;
2. If the script is timing out, decrease the infinite loop hack variable.  This will slow it down a bit, so don&#039;t make it too short unless you want to sit around and do otherstuff while it processes. &lt;br /&gt;
&lt;br /&gt;
3. Some DR words will likely not be in the list.  You can add them to the missing words list at top.  Just make sure you end in a | and it&#039;s all caps or it&#039;s likely to break or ignore the word. &lt;br /&gt;
&lt;br /&gt;
4.  If the script dies or you accidentally break out, change the guess variable and just rerun it.  It&#039;ll pick back up with the new guess. &lt;br /&gt;
&lt;br /&gt;
5.  Start the script when standing next to a time lock. &lt;br /&gt;
&lt;br /&gt;
Disclaimer: No guarantees on your RPAs because I don&#039;t know what else you have going on in your system, but my testing showed about 81-100% accuracy (variable due to versions and updates to the script itself + word lists). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
### use .DRWordle help for instructions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#==============================      CUSTOM VARIABLES GO HERE      ===========================&lt;br /&gt;
&lt;br /&gt;
## This is the word to start the puzzle&lt;br /&gt;
## Most people will want to just ignore this.&lt;br /&gt;
	var DRWordle._guess AEIOU&lt;br /&gt;
#	var DRWordle._guess CRANE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Add new words discovered here&lt;br /&gt;
## Most likely DR specific words not in the dictionary; always 5 characters&lt;br /&gt;
## Make sure to separate words and end with |&lt;br /&gt;
## Always caps, and these words will be prioritized if the program does auto-input&lt;br /&gt;
	## WARNING: ADDING THE WORD &amp;quot;FALSE&amp;quot; WILL BREAK THE CODE !!!&lt;br /&gt;
	var DRWordle._missingWords OSAGE|NILOS|DARJE|IROKO|RAMIE|KASAI|MOABI|CRWTH|REBEC|KELSA|COBZA|ANGLE|GUIRO|HOSTA|TABLA|TZECE|AKABO|SNICK|IAHJA|ESTOC|AVENE|ZUBKE|SUFIL|PUNKA|MADUN|KOMNO|KALAG|TELEK|ELMOD|KATAR|JASPE|TONFA|UKABI|PHOFE|TURSA|RAMIN|KASAI|NULOE|JOSTA|MELIE|RISTE|KYTHE|HULIJ|KILAM|VEDDA|LUNAT|HISAN|TAIGO|LOACH|SHAAL|MALIK|MELIR|LIANA|ITHOR|MOABI|CUSKA&lt;br /&gt;
&lt;br /&gt;
## Only recommends a word.  Won&#039;t actually type it in.  You need to. &lt;br /&gt;
## OFF to have it play the game for you, ON or anything else to enable assisted mode&lt;br /&gt;
	var DRWordle._recommendOnly OFF&lt;br /&gt;
&lt;br /&gt;
## If you have errors due to infinite loop or recursion, lower this number. &lt;br /&gt;
## It will be slighly slower to significantly slower depending on how low it goes&lt;br /&gt;
	var DRWordle._infiniteLoopHack 2000&lt;br /&gt;
&lt;br /&gt;
## Echo color for information text; customizable for the visually impaired or for those running lots of highlights&lt;br /&gt;
	var DRWordle._textColor._info yellow&lt;br /&gt;
	var DRWordle._textColor._warning red&lt;br /&gt;
&lt;br /&gt;
## Delay for processing.  Increase this if you&#039;re missing letters due to slower or older PCs&lt;br /&gt;
	var DRWordle._globalShortDelay .001&lt;br /&gt;
	var DRWordle._globalLongDelay 1&lt;br /&gt;
&lt;br /&gt;
## Set to 1 to repeat indefinitely - but it will break on failure to allow you to resolve the issue&lt;br /&gt;
	var DRWordle.useAllSlips 1&lt;br /&gt;
&lt;br /&gt;
#=============================================================================================&lt;br /&gt;
&lt;br /&gt;
DRWordle.Start: &lt;br /&gt;
&lt;br /&gt;
### Setting up base variables.  This should run before attempting&lt;br /&gt;
gosub DRWordle.SetupActions&lt;br /&gt;
gosub DRWordle.SetupGlobalVars&lt;br /&gt;
&lt;br /&gt;
### real run or just help run? &lt;br /&gt;
gosub DRWordle.InputCheck&lt;br /&gt;
&lt;br /&gt;
DRWordle.Exit:&lt;br /&gt;
	put #parse DRWORDLE FINISHED&lt;br /&gt;
	exit 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
########################################################  Puzzle Solver FUNCTIONS ###########################################&lt;br /&gt;
&lt;br /&gt;
DRWordle.startPuzzle:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info Starting puzzle&lt;br /&gt;
&lt;br /&gt;
	put touch time lock&lt;br /&gt;
	waitforre This will consume a pass for Aesthene|already connected to the lock&lt;br /&gt;
&lt;br /&gt;
	put touch time lock&lt;br /&gt;
	waitforre You can WHISPER your guess|already connected to the lock|an alarming pulse of energy surges from it and through you&lt;br /&gt;
&lt;br /&gt;
	put whisper time lock %DRWordle._guess&lt;br /&gt;
	waitforre LOOK at the lock for an update on your progress&lt;br /&gt;
&lt;br /&gt;
	pause %DRWordle._globalLongDelay&lt;br /&gt;
	drwordle.override:&lt;br /&gt;
		gosub DRWordle.PostProcessing&lt;br /&gt;
		if (&amp;quot;%DRWordle._recommendOnly&amp;quot; = &amp;quot;ON&amp;quot;) then {&lt;br /&gt;
			gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning red INPUT REQURIED&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning red type &amp;quot;whisper time lock &amp;lt;guess&amp;gt;&amp;quot; without quotes, filling in your guess for &amp;quot;&amp;lt;guess&amp;gt;&amp;quot;	&lt;br /&gt;
		} else {&lt;br /&gt;
			goto DRWordle.automateGuess&lt;br /&gt;
		}&lt;br /&gt;
	## waiting for triggers to move on.  Could use matchwait, but I&#039;m lazy&lt;br /&gt;
	pause 30000&lt;br /&gt;
	goto DRWordle.override&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
########################################################  SETUP FUNCTIONS ###########################################&lt;br /&gt;
&lt;br /&gt;
DRWordle.SetupActions:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Triggers&lt;br /&gt;
	### Actions to identify which words are good and which are bad. &lt;br /&gt;
	### There has to be a better way to do this too. &lt;br /&gt;
&lt;br /&gt;
	### identify bad letters&lt;br /&gt;
		## This didn&#039;t work, only caught first bad letter per row, so splitting into multiple actions&lt;br /&gt;
		#	action var DRWordle._badLettersDirty %DRWordle._goodLettersDirty|$1 when \*([A-Z])\*&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*$&lt;br /&gt;
&lt;br /&gt;
	### identify good letters&lt;br /&gt;
		#same problem as above, so just hardcoding it. &lt;br /&gt;
		#action var DRWordle._goodLettersDirty %DRWordle._goodLettersDirty|$1 when \+([A-Z])\+&lt;br /&gt;
		#action var DRWordle._goodLettersDirty %DRWordle._goodLettersDirty|$1 when _([A-Z])_&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition1 $1 when \s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition2 $1 when \s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition3 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition4 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition5 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*$&lt;br /&gt;
		&lt;br /&gt;
	### identify known positions&lt;br /&gt;
		action var DRWordle._knownPosition1 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition2 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition3 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition4 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition5 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*$&lt;br /&gt;
&lt;br /&gt;
	## support actions&lt;br /&gt;
		action goto DRWordle.Override when PROCESSLASTMOVE!&lt;br /&gt;
		action goto DRWordle.Override when indicates a wrong letter that isn&#039;t used in the final word&lt;br /&gt;
		action goto DRWordle.NO.PASSES when To interact with the lock, you must redeem a pass for the event&lt;br /&gt;
		action goto DRWordle.COMPLETE when for your assistance in locking away unstable temporal magics at Aesthene&#039;s Close&lt;br /&gt;
		action goto DRWordle.automateGuess when You must whisper a guess&lt;br /&gt;
&lt;br /&gt;
	## fail states&lt;br /&gt;
		action goto DRWordle.UNKONWN.WORD when You are not currently tasked with solving the puzzle.  TOUCH the lock to begin.]&lt;br /&gt;
#		action goto DRWordle.UNKONWN.WORD when You whisper quietly to the lock.  It doesn&#039;t respond&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.SetupGlobalVars:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Variables&lt;br /&gt;
	## Functional variables; will fill in as part of the run&lt;br /&gt;
	var DRWordle._goodLetters &lt;br /&gt;
	var DRWordle._goodLettersDirty &lt;br /&gt;
	var DRWordle._badLetters &lt;br /&gt;
	var DRWordle._badLettersDirty &lt;br /&gt;
	# NYI #&lt;br /&gt;
        var DRWordle._remainingLetters ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
	#######&lt;br /&gt;
	var DRWordle._knownPosition1 &lt;br /&gt;
	var DRWordle._knownPosition2 &lt;br /&gt;
	var DRWordle._knownPosition3 &lt;br /&gt;
	var DRWordle._knownPosition4 &lt;br /&gt;
	var DRWordle._knownPosition5 &lt;br /&gt;
	&lt;br /&gt;
	var DRWordle._GoodLBadPosition1 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition2 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition3 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition4 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition5 .&lt;br /&gt;
	gosub DRWordle.CheckKnownPositions&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Word List... this may take a while&lt;br /&gt;
	## Customizable variables.  Wordbank is HUGE.  There has to be a better way.  Import external file maybe? &lt;br /&gt;
	var DRWordle._wordCharCount 5&lt;br /&gt;
	var DRWordle._wordBank 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|READS|READY|REALM|REALS|REAMS|REAPS|REARM|REARS|REBAR|REBEL|REBID|REBOX|REBUS|REBUT|RECAP|RECTA|RECTO|RECUR|RECUT|REDID|REDIP|REDLY|REDOX|REDUX|REEDS|REEDY|REEFS|REEKS|REEKY|REELS|REEVE|REFER|REFIT|REFIX|REFLY|REFRY|REGAL|REGEN|REHAB|REIFY|REIGN|REINS|REJUV|RELAX|RELAY|RELET|RELIC|REMAN|REMAP|REMIT|REMIX|RENAL|RENDS|RENEW|RENSH|RENTE|RENTS|REPAY|REPEL|REPLY|REPRO|RERAN|RERUN|RESAW|RESAY|RESET|RESEW|RESIN|RESTS|RESUM|RETAN|RETCH|RETRO|RETRY|REUSE|REVEL|REVET|REVUE|REWED|RHEAS|RHEUM|RHINO|RHOAT|RHUMB|RHYME|RIALS|RIBBY|RICED|RICER|RICES|RIDER|RIDES|RIDGE|RIDGY|RIFER|RIFLE|RIFTS|RIGBY|RIGHT|RIGID|RIGOR|RIINI|RILED|RILES|RILLE|RILLS|RIMED|RIMER|RIMES|RINDS|RINGS|RINKS|RINSE|RIOTS|RIPEN|RIPER|RISEN|RISER|RISES|RISIK|RISKS|RISKY|RITES|RITZY|RIVAL|RIVED|RIVEN|RIVER|RIVES|RIVET|RIVYN|ROACH|ROADS|ROAMS|ROANS|ROARS|ROAST|ROBED|ROBES|ROBIN|ROBLE|ROBOT|ROBYN|ROCKS|ROCKY|RODEO|ROGER|ROGUE|ROIDS|ROILS|ROILY|ROLES|ROLLS|ROMAN|ROMPS|RONDO|ROODS|ROOFS|ROOKS|ROOKY|ROOMS|ROOMY|ROOST|ROOTS|ROOTY|ROPED|ROPER|ROPES|ROSES|ROSIN|ROTOR|ROUGE|ROUGH|ROUND|ROUSE|ROUST|ROUTE|ROUTS|ROVED|ROVER|ROVES|ROWAN|ROWDY|ROWED|ROWER|ROYAL|RUBES|RUBLE|RUCHE|RUDDY|RUDER|RUFFS|RUGBY|RUING|RUINS|RULED|RULER|RULES|RUMBA|RUMEN|RUMMY|RUMOR|RUMPS|RUNES|RUNGS|RUNIC|RUNNY|RUNTS|RUNTY|RUPEE|RURAL|RUSES|RUSKS|RUSSE|RUSTS|RUSTY|RUTTY|SABER|SABLE|SABRA|SABRE|SACKS|SADLY|SAFER|SAFES|SAGAS|SAGER|SAGES|SAHIB|SAHRA|SAILS|SAINT|SAIST|SAITH|SAKES|SALAD|SALES|SALLY|SALON|SALSA|SALTS|SALTY|SALVE|SALVO|SAMBA|SANDS|SANDY|SANER|SANYU|SAPPY|SARAN|SARBU|SARGE|SARIS|SASSY|SATED|SATES|SATIN|SATYR|SAUCE|SAUCY|SAUNA|SAUTE|SAVED|SAVER|SAVES|SAVOR|SAVVY|SAWED|SAWER|SAXES|SAYER|SCABS|SCADS|SCALD|SCALE|SCALP|SCALY|SCAMP|SCAMS|SCANS|SCANT|SCARE|SCARF|SCARP|SCARS|SCARY|SCATS|SCENE|SCENT|SCHMO|SCHWA|SCION|SCOFF|SCOIN|SCOLD|SCONE|SCOOP|SCOOT|SCOPE|SCOPS|SCORE|SCORN|SCOUR|SCOUT|SCOWL|SCOWS|SCRAM|SCRAP|SCREW|SCRIM|SCRIP|SCROD|SCRUB|SCRUM|SCUBA|SCUDI|SCUDO|SCUDS|SCUFF|SCULL|SCUMS|SCURF|SCUSE|SCUZZ|SEALS|SEAMS|SEAMY|SEARS|SEATS|SEBUM|SECCO|SECTS|SEDAN|SEDER|SEDGE|SEDGY|SEDUM|SEEDS|SEEDY|SEEKS|SEEMS|SEEPS|SEERS|SEEST|SEETH|SEGUE|SEIGE|SEINE|SEIZE|SELAH|SELAN|SELFS|SELLS|SEMEN|SEMIS|SENCI|SENDS|SENSE|SEORD|SEPAL|SEPIA|SEPOY|SEPTA|SERFS|SERGE|SERIF|SERUM|SERVE|SERVO|SETUP|SEVAN|SEVEN|SEVER|SEWED|SEWER|SEXED|SEXES|SHACK|SHADE|SHADS|SHADY|SHAFT|SHAGS|SHAHS|SHAKE|SHAKO|SHAKY|SHALE|SHALL|SHALT|SHAME|SHAMS|SHANK|SHAPE|SHARD|SHARE|SHARK|SHARP|SHAVE|SHAWL|SHAWM|SHAYS|SHEAF|SHEAR|SHEDS|SHEEN|SHEEP|SHEER|SHEET|SHEIK|SHELF|SHELL|SHERD|SHEWS|SHIED|SHIER|SHIES|SHIFT|SHIKI|SHILL|SHIMS|SHINE|SHINS|SHINY|SHIPS|SHIRE|SHIRK|SHIRR|SHIRT|SHISH|SHITS|SHLEP|SHMOO|SHNOR|SHOAL|SHOAN|SHOAT|SHOCK|SHOED|SHOER|SHOES|SHOJI|SHONE|SHOOK|SHOOS|SHOOT|SHOPS|SHORE|SHORN|SHORT|SHOTS|SHOUT|SHOVE|SHOWN|SHOWS|SHOWY|SHRED|SHREW|SHRUB|SHRUG|SHUCK|SHUNS|SHUNT|SHUSH|SHUTE|SHUTS|SHYER|SHYLY|SIBYL|SICKO|SICKS|SICLE|SIDED|SIDES|SIDLE|SIEGE|SIEVE|SIFTS|SIGHS|SIGHT|SIGIL|SIGMA|SIGNS|SILKS|SILKY|SILLS|SILLY|SILOS|SILTS|SILTY|SINCE|SINES|SINEW|SINGE|SINGS|SINKS|SINUS|SIRAN|SIRED|SIREE|SIREN|SIRES|SIRUP|SIRYN|SISAL|SISSY|SITAR|SITED|SITES|SITUS|SIXES|SIXTH|SIXTY|SIZED|SIZER|SIZES|SKATE|SKEET|SKEIN|SKEWS|SKIDS|SKIED|SKIER|SKIES|SKIFF|SKILL|SKIMP|SKIMS|SKINS|SKINT|SKIPS|SKIRT|SKITS|SKOAL|SKULK|SKULL|SKUNK|SKYED|SLABS|SLACK|SLAGS|SLAIN|SLAKE|SLAMS|SLANG|SLANT|SLAPS|SLASH|SLATE|SLATS|SLAVE|SLAWS|SLAYS|SLEDS|SLEEK|SLEEP|SLEET|SLEPT|SLEWS|SLICE|SLICK|SLIDE|SLIER|SLILY|SLIME|SLIMS|SLIMY|SLING|SLINK|SLIPS|SLITS|SLOBS|SLOES|SLOGS|SLOMO|SLOOP|SLOPE|SLOPS|SLOSH|SLOTH|SLOTS|SLOWS|SLUED|SLUES|SLUFF|SLUGS|SLUMP|SLUMS|SLUNG|SLUNK|SLURP|SLURS|SLUSH|SLUTS|SLYER|SLYLY|SMACK|SMALL|SMART|SMASH|SMEAR|SMELL|SMELT|SMILE|SMIRK|SMITE|SMITH|SMOCK|SMOGS|SMOKE|SMOKY|SMOTE|SMURF|SMUTS|SNACK|SNAER|SNAFU|SNAGS|SNAIL|SNAKE|SNAKY|SNAPS|SNARE|SNARF|SNARK|SNARL|SNEAK|SNEER|SNIDE|SNIFF|SNIPE|SNIPS|SNITS|SNOBS|SNOOD|SNOOK|SNOOP|SNOOT|SNORE|SNORT|SNOTS|SNOUT|SNOWS|SNOWY|SNUBS|SNUCK|SNUFF|SNUGS|SOAKS|SOAPS|SOAPY|SOARS|SOBER|SOCKO|SOCKS|SOCLE|SODAS|SOFAS|SOFTS|SOFTY|SOGGY|SOILS|SOKIS|SOLAR|SOLED|SOLES|SOLID|SOLON|SOLOS|SOLUM|SOLVE|SOMAS|SONAR|SONGS|SONIC|SONLY|SONNY|SOOTH|SOOTS|SOOTY|SOPPY|SORER|SORES|SORRY|SORTA|SORTS|SOULS|SOUND|SOUPS|SOUPY|SOURS|SOUSE|SOUTH|SOWED|SOWER|SOYAS|SPACE|SPACY|SPADE|SPAKE|SPANG|SPANK|SPANS|SPARE|SPARK|SPARS|SPASM|SPATE|SPATS|SPAWN|SPAYS|SPAZZ|SPEAK|SPEAR|SPECK|SPECS|SPEED|SPELL|SPELT|SPEND|SPENT|SPERM|SPEWS|SPICE|SPICS|SPICY|SPIED|SPIEL|SPIER|SPIES|SPIFF|SPIKE|SPIKY|SPILL|SPILT|SPINA|SPINE|SPINS|SPINY|SPIRE|SPITE|SPITS|SPITZ|SPIVS|SPLAT|SPLAY|SPLIT|SPOIL|SPOKE|SPOOF|SPOOK|SPOOL|SPOON|SPOOR|SPORE|SPORT|SPOTS|SPOUT|SPRAT|SPRAY|SPREE|SPRIG|SPRIT|SPROG|SPRUE|SPUDS|SPUED|SPUME|SPUMY|SPUNK|SPURN|SPURS|SPURT|SPUTA|SQUAB|SQUAD|SQUAT|SQUAW|SQUIB|SQUID|SRAAN|SSUGI|STABS|STACK|STAFF|STAGE|STAGS|STAGY|STAID|STAIN|STAIR|STAKE|STALE|STALK|STALL|STAMP|STAND|STANK|STAPH|STARE|STARK|STARS|START|STASH|STATE|STATS|STAVE|STAYS|STEAD|STEAK|STEAL|STEAM|STEED|STEEL|STEEP|STEER|STEIN|STELA|STELE|STEMS|STENO|STEPS|STERN|STETS|STEWS|STICK|STIED|STIES|STIFF|STILE|STILL|STILT|STING|STINK|STINT|STIRS|STOAE|STOAS|STOAT|STOCK|STOGY|STOIC|STOKE|STOLE|STOMA|STOMP|STONE|STONY|STOOD|STOOL|STOOP|STOPS|STORE|STORK|STORM|STORY|STOUP|STOUT|STOVE|STOWS|STRAP|STRAW|STRAY|STREP|STREW|STRIP|STROP|STRUM|STRUT|STUBS|STUCK|STUDS|STUDY|STUFF|STUMP|STUNG|STUNK|STUNS|STUNT|STURA|STYES|STYLE|STYLI|SUAVE|SUCKS|SUDSY|SUEDE|SUERS|SUETS|SUETY|SUGAR|SUING|SUITE|SUITS|SULFA|SULKS|SULKY|SULLY|SUMAC|SUMMA|SUMPS|SUNNY|SUNUP|SUPER|SUPES|SUPRA|SURAS|SURDS|SURER|SURFS|SURGE|SURLY|SUSHI|SUTRA|SVADH|SWABS|SWAGS|SWAIN|SWAMI|SWAMP|SWANK|SWANS|SWAPS|SWARD|SWARE|SWARF|SWARM|SWART|SWASH|SWATH|SWATS|SWAYS|SWEAR|SWEAT|SWEDE|SWEEP|SWEET|SWELL|SWEPT|SWIFT|SWIGS|SWILL|SWIMS|SWINE|SWING|SWIPE|SWIRL|SWISH|SWISS|SWIVE|SWOON|SWOOP|SWORD|SWORE|SWORN|SWUNG|SYLPH|SYNCH|SYNCS|SYNOD|SYRUP|TABBY|TABLE|TABOO|TABOR|TABUS|TACET|TACIT|TACKS|TACKY|TACOS|TACTS|TAELS|TAFFY|TAGUA|TAILS|TAINT|TAIPA|TAKEN|TAKER|TAKES|TALCS|TALES|TALKS|TALKY|TALLY|TALNA|TALON|TALUS|TAMED|TAMER|TAMES|TAMPS|TANGO|TANGS|TANGY|TANKS|TANSY|TAPED|TAPER|TAPES|TAPIR|TAPIS|TARDY|TARED|TARES|TARNS|TAROS|TAROT|TARPS|TARRY|TARTS|TASKS|TASTE|TASTY|TATER|TATTY|TAUNT|TAUPE|TAWNY|TAXED|TAXER|TAXES|TAXIS|TAXOL|TAXON|TEACH|TEAKS|TEALS|TEAMS|TEARS|TEARY|TEASE|TEATS|TECHS|TECHY|TECUM|TEDDY|TEEMS|TEENS|TEENY|TEETH|TEIRO|TELEX|TELGA|TELLS|TELLY|TEMPI|TEMPO|TEMPS|TEMPT|TENCH|TENDS|TENET|TENON|TENOR|TENSE|TENTH|TENTS|TEPEE|TEPID|TERCE|TERMS|TERNS|TERRA|TERRY|TERSE|TESLA|TESTS|TESTY|TETRA|TEXAS|TEXTS|THANE|THANK|THANX|THATS|THAWS|THEES|THEFT|THEIR|THEME|THENS|THERE|THERM|THESE|THETA|THEWS|THICK|THIEF|THIGH|THINE|THING|THINK|THINS|THIRD|THONG|THORN|THOSE|THOUS|THREE|THREW|THROB|THROE|THROW|THRUM|THUDS|THUGS|THUMB|THUMP|THUNK|THWAP|THYME|TIARA|TIBIA|TICKS|TIDAL|TIDED|TIDES|TIERS|TIFFS|TIGER|TIGHT|TIKES|TIKIS|TILDE|TILED|TILER|TILES|TILLS|TILTH|TILTS|TIMED|TIMER|TIMES|TIMID|TINES|TINGE|TINGS|TINNY|TINTS|TIPPY|TIPSY|TIRED|TIRES|TIROF|TIROS|TITAN|TITER|TITHE|TITLE|TITRE|TITTY|TIZZY|TKIEL|TLIIJ|TLOOE|TOADS|TOADY|TOAST|TODAY|TODDY|TOFFS|TOFFY|TOGAS|TOILE|TOILS|TOKED|TOKEN|TOKER|TOKES|TOLLS|TOMBS|TOMES|TOMMY|TONAL|TONED|TONER|TONES|TONGS|TONIC|TOOLS|TOONS|TOOTH|TOOTS|TOPAZ|TOPED|TOPER|TOPES|TOPIC|TOPOI|TOPOS|TOQUE|TORAH|TORCH|TORIC|TORSI|TORSO|TORTE|TORTS|TORUS|TOTAL|TOTED|TOTEM|TOTER|TOTES|TOTRS|TOTTY|TOUCH|TOUGH|TOURS|TOUTS|TOVES|TOWED|TOWEL|TOWER|TOWNS|TOXIC|TOXIN|TOYED|TOYER|TOYON|TRABE|TRACE|TRACK|TRACT|TRADE|TRAIL|TRAIM|TRAIN|TRAIT|TRAMP|TRAMS|TRANS|TRAPS|TRASH|TRAWL|TRAYS|TREAD|TREAP|TREAT|TREED|TREES|TREKS|TREND|TRESS|TREWS|TREYS|TRIAD|TRIAL|TRIBE|TRIBS|TRICE|TRICK|TRIED|TRIER|TRIES|TRIKE|TRILL|TRIMS|TRIOS|TRIPE|TRIPS|TRITE|TROLL|TROMP|TROOP|TROTH|TROTS|TROUT|TROVE|TROWS|TRUCE|TRUCK|TRUED|TRUER|TRUES|TRULY|TRUMP|TRUNK|TRUSS|TRUST|TRUTH|TRYST|TSARS|TUANS|TUBAL|TUBAS|TUBBY|TUBED|TUBER|TUBES|TUCKS|TUFAS|TUFTS|TUFTY|TULIP|TULLE|TUMMY|TUMOR|TUNAS|TUNED|TUNER|TUNES|TUNIC|TUNNY|TUPLE|TURBO|TURDS|TURDY|TURFS|TURFY|TURNS|TURPS|TUSKS|TUSKY|TUTOR|TUTTI|TUTUS|TUXES|TWAIN|TWANG|TWATS|TWEAK|TWEDH|TWEED|TWEET|TWERP|TWICE|TWIGS|TWILL|TWINE|TWINK|TWINS|TWINY|TWIRL|TWIRP|TWIST|TWITS|TWIXT|TYING|TYKES|TYPAL|TYPED|TYPES|TYPOS|TYRES|TYROS|TZARS|UDDER|UKASE|ULCER|ULNAR|ULNAS|ULTRA|UMBEL|UMBER|UMBRA|UMIAK|UMPED|UMPTY|UNAPT|UNARC|UNARM|UNARY|UNATE|UNBAN|UNBAR|UNBOX|UNCAP|UNCLE|UNCUT|UNDER|UNDID|UNDUE|UNFED|UNFIT|UNFIX|UNHIP|UNHIT|UNIFY|UNION|UNITE|UNITS|UNITY|UNJAM|UNLIT|UNMAN|UNMAP|UNMET|UNPEG|UNPIN|UNRIG|UNSAY|UNSEE|UNSET|UNSEW|UNSEX|UNTIE|UNTIL|UNWED|UNWON|UNZIP|UPEND|UPPED|UPPER|UPSET|URBAN|UREAS|URGED|URGER|URGES|URINE|USAGE|USERS|USHER|USING|USUAL|USURP|USURY|UTERI|UTERO|UTTER|UVULA|VACUA|VACUO|VAGUE|VAGUS|VAILS|VALES|VALET|VALID|VALOR|VALUE|VALVE|VAMPS|VANED|VANES|VAPES|VAPID|VAPOR|VARIA|VASES|VAULT|VAUNS|VAUNT|VEALS|VEEPS|VEERS|VEGAN|VEILA|VEILS|VEINS|VEINY|VELAR|VELDS|VELDT|VENAL|VENDS|VENOM|VENTS|VENUE|VERBS|VEREK|VERGE|VERIK|VERSA|VERSE|VERSO|VERST|VERVE|VESTS|VETCH|VEXED|VEXES|VIALS|VIAND|VIBES|VICAR|VICES|VIDEO|VIERS|VIEWS|VIGIL|VIGOR|VILER|VILLA|VILLE|VILLI|VINCA|VINED|VINES|VINYL|VIOLA|VIOLS|VIPER|VIRAL|VIREO|VIRES|VIRUS|VISAS|VISED|VISES|VISIT|VISOR|VISTA|VITAE|VITAL|VITAM|VITAS|VITRO|VIVAS|VIVID|VIVRE|VIXEN|VIZOR|VOCAB|VOCAL|VODKA|VOGUE|VOICE|VOIDS|VOILA|VOILE|VOLTS|VOMIT|VOTED|VOTER|VOTES|VOUCH|VOWED|VOWEL|VOWER|VOXEL|VROOM|VULVA|VURMA|VYING|WACKO|WACKY|WADED|WADER|WADES|WADIS|WAFER|WAFTS|WAGED|WAGER|WAGES|WAGON|WAHOO|WAIFS|WAILS|WAIST|WAITS|WAIVE|WAKED|WAKEN|WAKER|WAKES|WALED|WALES|WALKS|WALLS|WALTZ|WANDS|WANED|WANES|WANLY|WANNA|WANTA|WANTS|WARDS|WARES|WARMS|WARNS|WARPS|WARTS|WARTY|WASHY|WASNT|WASPS|WASPY|WASSA|WASTE|WATCH|WATER|WATSA|WATTS|WAVED|WAVER|WAVES|WAXED|WAXEN|WAXER|WAXES|WAZOO|WEALD|WEALS|WEANS|WEARS|WEARY|WEAVE|WEBBY|WEBER|WEDGE|WEDGY|WEEDS|WEEDY|WEEKS|WEENY|WEEPS|WEEPY|WEEST|WEFTS|WEIGH|WEIRD|WEIRS|WELCH|WELDS|WELLS|WELSH|WELTS|WENCH|WENDS|WESTS|WETLY|WHACK|WHALE|WHAMS|WHANG|WHARF|WHATS|WHEAL|WHEAT|WHEEE|WHEEL|WHELK|WHELM|WHELP|WHENS|WHERE|WHETS|WHEWS|WHEYS|WHICH|WHIFF|WHILE|WHIMS|WHINE|WHINY|WHIPS|WHIPT|WHIRL|WHIRR|WHIRS|WHISH|WHISK|WHIST|WHITE|WHITS|WHIZZ|WHOAS|WHOLE|WHOMP|WHOOO|WHOOP|WHOPS|WHORE|WHORL|WHOSE|WHOSO|WHUMP|WICKS|WIDEN|WIDER|WIDOW|WIDTH|WIELD|WIFEY|WIGHT|WILCO|WILDS|WILED|WILES|WILLS|WILTS|WIMPS|WIMPY|WINCE|WINCH|WINDS|WINDY|WINED|WINES|WINEY|WINGS|WINKS|WINOS|WIPED|WIPER|WIPES|WIRED|WIRER|WIRES|WISED|WISER|WISES|WISPS|WISPY|WISTS|WITCH|WITHS|WITTY|WIVES|WIZEN|WOKEN|WOLDS|WOMAN|WOMBS|WOMEN|WONKS|WONKY|WONTS|WOODS|WOODY|WOOED|WOOER|WOOFS|WOOLS|WOOLY|WOOSH|WOOZY|WORDS|WORDY|WORKS|WORLD|WORMS|WORMY|WORRY|WORSE|WORST|WORTH|WORTS|WOULD|WOUND|WOVEN|WOWED|WOWEE|WRACK|WRAPS|WRATH|WREAK|WRECK|WRENS|WREST|WRIER|WRING|WRIST|WRITE|WRITS|WRONG|WROTE|WROTH|WRUNG|WRYER|WRYLY|WURST|XENON|XEROX|XIBAR|XORED|XOSIZ|XYLEM|XZEAN|YACHT|YAHOO|YANKS|YARDS|YARNS|YAWED|YAWLS|YAWNS|YAWNY|YAWPS|YEARN|YEARS|YEAST|YECCH|YELLA|YELLS|YELPS|YENTA|YERBA|YESES|YIELD|YIKES|YIPES|YLOSH|YOBBO|YODEL|YOGAS|YOGIC|YOGIS|YOKED|YOKEL|YOKES|YOLKS|YOLKY|YORES|YOULL|YOUNG|YOURE|YOURN|YOURS|YOUSE|YOUTH|YOUVE|YOWLS|YOYOS|YSHAI|YUCCA|YUCKY|YUKKY|YULES|YUMMY|YURTS|ZALDI|ZANDS|ZAPPY|ZAYIN|ZEALS|ZEBRA|ZEBUS|ZEROS|ZESTS|ZESTY|ZETAS|ZILCH|ZILLS|ZINCS|ZINGS|ZINGY|ZIPPY|ZIPSY|ZLOTY|ZOHLU|ZOMBI|ZONAL|ZONED|ZONES|ZONKS|ZOOEY|ZOOKS|ZOOMS|ZOWIE|ZUKIR|ALLAY|CABAL|&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.UpdateWordBankCount&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.UpdateWordBankCount:&lt;br /&gt;
	pause .0001&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Word bank created, recalculating size&lt;br /&gt;
	eval DRWordle._wordBankCount count(&amp;quot;%DRWordle._wordBank&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.InputCheck:&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;help&amp;quot; or &amp;quot;%1&amp;quot; = &amp;quot;&amp;quot;) then {&lt;br /&gt;
		debug 0&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** By default will not do the   &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** inputs autonomously.  Check  &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** configs at the top of file.  &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** To run, just be in a room &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** with a time lock with a pass.&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Mods: &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** .DRWordle debug - test case only&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** .DRWordle solve - Attempts to &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** solve one puzzle - see config&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** type PROCESSLASTMOVE! to force processing&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Not recommended while doing the&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** initial prune&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;debug&amp;quot;) then {&lt;br /&gt;
&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Starting testcases&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** use #parse NEXTCASE to progress&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
&lt;br /&gt;
		gosub DRWordle.TestCase.TestActions&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;solve&amp;quot;) then {&lt;br /&gt;
		gosub DRWordle.startPuzzle&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	put #echo %DRWordle._textColor._warning No valid input detected. Run &amp;quot;.DRWordle help&amp;quot; without the quotes&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
############################################# CLEANING FUNCTIONS #############################&lt;br /&gt;
&lt;br /&gt;
DRWordle.PostProcessing:&lt;br /&gt;
	#good, bad, positioning.  This is for optimization on removal.  if no change, don&#039;t check words against that condition. &lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeG 0&lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeB 0&lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeP 0&lt;br /&gt;
	############## BAD WORD MIX ###############&lt;br /&gt;
	# clean up bad letter mix.  	&lt;br /&gt;
	# Yes, I could (should?) make this a reusable function, but I&#039;m leaving it as is to help with readibility later&lt;br /&gt;
	# I may remove the eval / comparison later too and just put the post processing change flag in the clean word section, but&lt;br /&gt;
	# I&#039;m not realy a fan of turning local variables into globals&lt;br /&gt;
&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting bad word analysis &lt;br /&gt;
		eval DRWordle.PostProcessing.tmp count(&amp;quot;%DRWordle._badLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
		gosub DRWordle.CheckDirtyWord bad&lt;br /&gt;
		eval DRWordle.PostProcessing.tmp2 count(&amp;quot;%DRWordle._badLetters&amp;quot;,&amp;quot;|&amp;quot;)	&lt;br /&gt;
	&lt;br /&gt;
	#     Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (%DRWordle.PostProcessing.tmp &amp;lt;&amp;gt; %DRWordle.PostProcessing.tmp2) then var DRWordle.PostProcessing.foundLetterChangeB 1&lt;br /&gt;
&lt;br /&gt;
	############## GOOD WORD MIX ###############	&lt;br /&gt;
	# clean up good letter mix.  Any changes?	&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting good word analysis &lt;br /&gt;
		eval DRWordle.PostProcessing.tmp count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
		gosub DRWordle.CheckDirtyWord good&lt;br /&gt;
		eval DRWordle.PostProcessing.tmp2 count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
		#Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (%DRWordle.PostProcessing.tmp &amp;lt;&amp;gt; %DRWordle.PostProcessing.tmp2) then var DRWordle.PostProcessing.foundLetterChangeG 1&lt;br /&gt;
&lt;br /&gt;
	############## UPDATE CHAR POS ###############&lt;br /&gt;
	# Changes to known char positions? &lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting known char position manipulation&lt;br /&gt;
		&lt;br /&gt;
		var DRWordle.PostProcessing.tmp %DRWordle._knownPositions&lt;br /&gt;
		gosub DRWordle.CheckKnownPositions&lt;br /&gt;
		if (&amp;quot;%DRWordle._knownPositions&amp;quot; &amp;lt;&amp;gt; &amp;quot;DRWordle.PostProcessing.tmp&amp;quot;) then var DRWordle.PostProcessing.foundLetterChangeP 1&lt;br /&gt;
			&lt;br /&gt;
		#Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (&amp;quot;%DRWordle._knownPositions&amp;quot; &amp;lt;&amp;gt; &amp;quot;DRWordle.PostProcessing.tmp&amp;quot;) then var DRWordle.PostProcessing.foundLetterChangeP 1&lt;br /&gt;
			&lt;br /&gt;
&lt;br /&gt;
	#	#If yes, remove words from word bank when pruning starts&lt;br /&gt;
		# update known char position log&lt;br /&gt;
&lt;br /&gt;
	############## WORD BANK PRUNING ###############&lt;br /&gt;
	#start pruning, iff changes&lt;br /&gt;
	DRWordle.PostProcessing.startPruning:&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting known char position analysis&lt;br /&gt;
		if ((%DRWordle.PostProcessing.foundLetterChangeP = 1) OR (%DRWordle.PostProcessing.foundLetterChangeB = 1) OR (%DRWordle.PostProcessing.foundLetterChangeG = 1)) then {&lt;br /&gt;
			gosub DRWordle.PruneWordBank %DRWordle.PostProcessing.foundLetterChangeP %DRWordle.PostProcessing.foundLetterChangeB %DRWordle.PostProcessing.foundLetterChangeG&lt;br /&gt;
		}&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;debug&amp;quot;) then goto RETURN&lt;br /&gt;
	DRWordle.automateGuess:&lt;br /&gt;
		pause %DRWordle._globalLongDelay&lt;br /&gt;
		var DRWordle.automateGuess.maxGuess %DRWordle._wordBankCount&lt;br /&gt;
		MATH DRWordle.automateGuess.maxGuess SUB 1&lt;br /&gt;
&lt;br /&gt;
		random 0 %DRWordle.automateGuess.maxGuess&lt;br /&gt;
&lt;br /&gt;
		#saving this as a variable for debugging, and it looks like random 0 0 returns -1&lt;br /&gt;
		if (&amp;quot;%r&amp;quot; = &amp;quot;-1&amp;quot;) then {&lt;br /&gt;
			var DRWordle.automateGuess.word %DRWordle._wordBank(0)&lt;br /&gt;
		} else var DRWordle.automateGuess.word %DRWordle._wordBank(%r)&lt;br /&gt;
&lt;br /&gt;
		if (&amp;quot;%DRWordle._recommendOnly&amp;quot; = &amp;quot;OFF&amp;quot;) then {&lt;br /&gt;
			if (&amp;quot;%DRWordle.automateGuess.word&amp;quot; = &amp;quot;&amp;quot;) then goto DRWordle.UNKONWN.WORD&lt;br /&gt;
			put whisp time lock %DRWordle.automateGuess.word&lt;br /&gt;
		} else {&lt;br /&gt;
			gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning WAITING ON USER INPUT - Whisper time lock &amp;lt;guess&amp;gt; &lt;br /&gt;
		}&lt;br /&gt;
	pause 6000&lt;br /&gt;
	goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
RETURN:&lt;br /&gt;
	return&lt;br /&gt;
&lt;br /&gt;
DRWordle.CheckDirtyWord:&lt;br /&gt;
	# $1 = Bad or Good&lt;br /&gt;
	var DRWordle.CleanDirtyWord.variableBucket $1&lt;br /&gt;
&lt;br /&gt;
	#start cleaning&lt;br /&gt;
	var DRWordle.CleanDirtyWord.index 0&lt;br /&gt;
	eval DRWordle.CleanDirtyWord.maxIndex count(&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
	DRWordle.CleanDirtyWord.loop:&lt;br /&gt;
		var DRWordle.CleanDirtyWord.loop.letter %DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty(%DRWordle.CleanDirtyWord.index)&lt;br /&gt;
		if !matchre(&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&amp;quot;,&amp;quot;%DRWordle.CleanDirtyWord.loop.letter&amp;quot;) then {&lt;br /&gt;
			if (&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&amp;quot; = &amp;quot;&amp;quot;) then {&lt;br /&gt;
				var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters %DRWordle.CleanDirtyWord.loop.letter&lt;br /&gt;
			} else {&lt;br /&gt;
				var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters %DRWordle.CleanDirtyWord.loop.letter|%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		MATH DRWordle.CleanDirtyWord.index ADD 1&lt;br /&gt;
		if (%DRWordle.CleanDirtyWord.index &amp;lt;= %DRWordle.CleanDirtyWord.maxIndex) then goto DRWordle.CleanDirtyWord.loop&lt;br /&gt;
&lt;br /&gt;
	var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty &lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.CheckKnownPositions:&lt;br /&gt;
	#ugly way to do this, but it&#039;s faster than a comparison. &lt;br /&gt;
	#may go back and fix it but it was frankly easier to do it this way with the actions since numbering matters. &lt;br /&gt;
	var DRWordle.CheckKnownPositions.index 2&lt;br /&gt;
&lt;br /&gt;
	# making sure there&#039;s no preceding space.  &lt;br /&gt;
	# A little neurotic and somewhat unreasonable, but better safe than sorry.&lt;br /&gt;
	if (&amp;quot;%DRWordle._knownPosition1&amp;quot; = &amp;quot;&amp;quot;) then var DRWordle._knownPositions _|&lt;br /&gt;
	else var DRWordle._knownPositions %DRWordle._knownPosition1|&lt;br /&gt;
&lt;br /&gt;
	## checks word against good letters, good positions ##&lt;br /&gt;
	DRWordle.CheckKnownPositions.Loop:&lt;br /&gt;
	if (&amp;quot;%DRWordle._knownPosition%DRWordle.CheckKnownPositions.index&amp;quot; = &amp;quot;&amp;quot;) then var DRWordle._knownPositions %DRWordle._knownPositions_|&lt;br /&gt;
		else var DRWordle._knownPositions %DRWordle._knownPositions%DRWordle._knownPosition%DRWordle.CheckKnownPositions.index|&lt;br /&gt;
	&lt;br /&gt;
		MATH DRWordle.CheckKnownPositions.index ADD 1&lt;br /&gt;
		if (%DRWordle.CheckKnownPositions.index &amp;lt;= 5) then goto DRWordle.CheckKnownPositions.Loop		&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.PruneWordBank:&lt;br /&gt;
	# $1 = positioning changed&lt;br /&gt;
	# $2 = bad letters changed&lt;br /&gt;
	# $3 = good letters changed &lt;br /&gt;
	# ordered so that the largest number of potential changes (on average) go first&lt;br /&gt;
	# 0 = no, 1 = yes for all&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._warning --- Pruning Word Bank - this will take a few minutes, especially on the first Prune&lt;br /&gt;
	var DRWordle.PruneWordBank.startTime $gametime&lt;br /&gt;
#	put #echo red %DRWordle.PruneWordBank.startTime&lt;br /&gt;
	var DRWordle.PruneWordBank.startBankCount %DRWordle._wordBankCount&lt;br /&gt;
	pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
	var DRWordle.PruneWordBank.posCheck $1&lt;br /&gt;
	var DRWordle.PruneWordBank.badCheck $2&lt;br /&gt;
	var DRWordle.PruneWordBank.goodCheck $3&lt;br /&gt;
&lt;br /&gt;
	var DRWordle.PruneWordBank.counter 1&lt;br /&gt;
	var DRWordle.PruneWordBank.index 0&lt;br /&gt;
	var DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
	pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
	DRWordle.PruneWordBank.IterateWords:&lt;br /&gt;
		# THIS STUPID LINE OF CODE&lt;br /&gt;
		# THIS RIGHT HERE&lt;br /&gt;
		# MADE SENSE IN DEBUGGING - SUPER SLOW IN REAL LIFE!!!&lt;br /&gt;
		# Like arizona, it&#039;ll remain as a monument to man&#039;s arrogance&lt;br /&gt;
			#pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		#put #echo index: %DRWordle.PruneWordBank.index, wordbank: %DRWordle._wordBank&lt;br /&gt;
		eval DRWordle.PruneWordBank.IterateWords.word %DRWordle._wordBank(%DRWordle.PruneWordBank.index)	&lt;br /&gt;
		if ((&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot; = &amp;quot;&amp;quot;) or (%DRWordle._wordBankCount &amp;lt; 0)) then {&lt;br /&gt;
			goto DRWordle.UNKONWN.WORD&lt;br /&gt;
		}&lt;br /&gt;
		#put #echo green word: %DRWordle.PruneWordBank.IterateWords.word (%DRWordle.PruneWordBank.index)&lt;br /&gt;
&lt;br /&gt;
		#hack to stop infinite loop detection &lt;br /&gt;
		if (%DRWordle._infiniteLoopHack &amp;lt; %DRWordle.PruneWordBank.counter) then {&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._info --- Still processing&lt;br /&gt;
			pause %DRWordle._globalShortDelay&lt;br /&gt;
			var DRWordle.PruneWordBank.counter 1&lt;br /&gt;
		} else MATH DRWordle.PruneWordBank.counter ADD 1&lt;br /&gt;
&lt;br /&gt;
		#check positioning&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Pos: &lt;br /&gt;
				if (%DRWordle.PruneWordBank.posCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
				var DRWordle.PruneWordBank.IterateWords.Pos.index 0&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Pos.Loop:&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex %DRWordle.PruneWordBank.IterateWords.Pos.index&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex ADD 1&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar %DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos %DRWordle._GoodLBadPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&lt;br /&gt;
&lt;br /&gt;
					# get the char to compare against&lt;br /&gt;
					eval DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar substr(%DRWordle.PruneWordBank.IterateWords.word,%DRWordle.PruneWordBank.IterateWords.Pos.index,1)&lt;br /&gt;
&lt;br /&gt;
					## good char not in this position? ##&lt;br /&gt;
					if (&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot; = &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) then {	&lt;br /&gt;
						#gosub DRWordle.Echo green ---- removing word: %DRWordle.PruneWordBank.IterateWords.word because of a good letter in the wrong position (%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot;=&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) (%DRWordle._GoodLBadPosition1%DRWordle._GoodLBadPosition2%DRWordle._GoodLBadPosition3%DRWordle._GoodLBadPosition4%DRWordle._GoodLBadPosition5)&lt;br /&gt;
						#pause 1.5&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					} else {&lt;br /&gt;
						#gosub DRWordle.Echo pink ---- NOT removing word: %DRWordle.PruneWordBank.IterateWords.word because of a good letter in the wrong position (%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot;!=&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) (%DRWordle._GoodLBadPosition1%DRWordle._GoodLBadPosition2%DRWordle._GoodLBadPosition3%DRWordle._GoodLBadPosition4%DRWordle._GoodLBadPosition5)&lt;br /&gt;
						#pause .5&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					## good char in this position? ##&lt;br /&gt;
					if ((&amp;quot;%DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&amp;quot; = &amp;quot;&amp;quot;) or (&amp;quot;%DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&amp;quot; = &amp;quot;_&amp;quot;)) then {&lt;br /&gt;
						goto DRWordle.PruneWordBank.IterateWords.Pos.Next&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					if (&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot; &amp;lt;&amp;gt; &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar&amp;quot;) then {&lt;br /&gt;
						#put #echo red Removing word - (pos2) good char does not match (i:%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, char:%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar, word:%DRWordle.PruneWordBank.IterateWords.word)&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					}&lt;br /&gt;
				&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Pos.Next:&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Pos.index ADD 1&lt;br /&gt;
					if (%DRWordle.PruneWordBank.IterateWords.Pos.index &amp;gt;= 5) then {&lt;br /&gt;
						#put #echo blue Skipping out of pruneword %DRWordle.PruneWordBank.IterateWords.Pos.index&lt;br /&gt;
						goto DRWordle.PruneWordBank.IterateWords.Good&lt;br /&gt;
					}&lt;br /&gt;
					goto DRWordle.PruneWordBank.IterateWords.Pos.Loop&lt;br /&gt;
&lt;br /&gt;
		#check good letters, missing from word&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Good:&lt;br /&gt;
			#	put #echo --- Pruning wordbank of words with good letters&lt;br /&gt;
				if (%DRWordle.PruneWordBank.goodCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
&lt;br /&gt;
				var DRWordle.PruneWordBank.IterateWords.Good.index 0&lt;br /&gt;
				eval DRWordle.PruneWordBank.IterateWords.Good.max count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Good.Loop:&lt;br /&gt;
					eval DRWordle.PruneWordBank.IterateWords.Good.letter %DRWordle._goodLetters(%DRWordle.PruneWordBank.IterateWords.Good.index)&lt;br /&gt;
					if (!matchre(&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot;,&amp;quot;%DRWordle.PruneWordBank.IterateWords.Good.letter&amp;quot;)) then {&lt;br /&gt;
					#	put #echo orange Removing word - (good) (word: %DRWordle.PruneWordBank.IterateWords.word, letters:%DRWordle._goodLetters (testing:%DRWordle.PruneWordBank.IterateWords.Good.letter ) )&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
									&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Good.Next:&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Good.index ADD 1&lt;br /&gt;
					if (%DRWordle.PruneWordBank.IterateWords.Good.index &amp;lt;= %DRWordle.PruneWordBank.IterateWords.Good.max) then goto DRWordle.PruneWordBank.IterateWords.Good.Loop&lt;br /&gt;
					goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		#check bad letters, included in word&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Bad:&lt;br /&gt;
			#	put #echo --- Pruning wordbank of words with bad letters (%DRWordle._badLetters)&lt;br /&gt;
				if (%DRWordle.PruneWordBank.badCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Keep&lt;br /&gt;
				if (matchre(&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot;,&amp;quot;%DRWordle._badLetters&amp;quot;)) then {&lt;br /&gt;
				#	put #echo orange Removing word - (bad) (word: %DRWordle.PruneWordBank.IterateWords.word, letters:%DRWordle._badLetters )&lt;br /&gt;
					goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		DRWordle.PruneWordBank.IterateWords.Keep:&lt;br /&gt;
			var DRWordle.PruneWordBank.updatedWordBank %DRWordle.PruneWordBank.IterateWords.word|%DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
&lt;br /&gt;
		DRWordle.PruneWordBank.IterateWords.Next:&lt;br /&gt;
			MATH DRWordle.PruneWordBank.index ADD 1&lt;br /&gt;
			if (%DRWordle.PruneWordBank.index &amp;lt; %DRWordle._wordBankCount) then goto DRWordle.PruneWordBank.IterateWords&lt;br /&gt;
		goto DRWordle.PruneWordBank.Done&lt;br /&gt;
	&lt;br /&gt;
		DRWordle.PruneWordBank.Remove:&lt;br /&gt;
&lt;br /&gt;
			## rewriting to not remove, but append.  Hoping this cuts down on processing time. &lt;br /&gt;
	### keeping as legacy code&lt;br /&gt;
	### replaced the replacere with a simple var command to build lists&lt;br /&gt;
	#			#remove the word&lt;br /&gt;
	#				eval DRWordle._wordBank replacere(&amp;quot;%DRWordle._wordBank&amp;quot;, &amp;quot;%DRWordle.PruneWordBank.IterateWords.word\|&amp;quot;,&amp;quot;&amp;quot;)&lt;br /&gt;
	#			#adjust the count&lt;br /&gt;
	#			put #echo After .... %DRWordle._wordBank&lt;br /&gt;
	#			MATH DRWordle.PruneWordBank.index SUB 1&lt;br /&gt;
	#			MATH DRWordle._wordBankCount SUB 1&lt;br /&gt;
	#			if (%DRWordle._wordBankCount &amp;lt;= 0) then {&lt;br /&gt;
	#				goto DRWordle.UNKONWN.WORD&lt;br /&gt;
	#			}&lt;br /&gt;
			goto DRWordle.PruneWordBank.IterateWords.Next&lt;br /&gt;
			&lt;br /&gt;
		DRWordle.PruneWordBank.Done:&lt;br /&gt;
			#pausing to let variables catch up, like gametime&lt;br /&gt;
			pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
			# Cleaning up some variables, move to a function due to duplictive code (TODO) &lt;br /&gt;
			var DRWordle._GoodLBadPosition1 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition2 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition3 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition4 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition5 .&lt;br /&gt;
&lt;br /&gt;
			# Stats and other info&lt;br /&gt;
			var DRWordle.PruneWordBank.endTime $gametime	&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endTime SUB %DRWordle.PruneWordBank.startTime&lt;br /&gt;
&lt;br /&gt;
			var DRWordle._wordBank %DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
			gosub DRWordle.UpdateWordBankCount&lt;br /&gt;
&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endBankCount SET %DRWordle.PruneWordBank.startBankCount&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endBankCount SUB %DRWordle._wordBankCount&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._info Prune complete.  Finished in %DRWordle.PruneWordBank.endTimes and removed %DRWordle.PruneWordBank.endBankCount words, %DRWordle._wordBankCount remaining&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
############################################# UTILITY FUNCTIONS #############################&lt;br /&gt;
&lt;br /&gt;
DRWordle.Echo:&lt;br /&gt;
	put #echo $0&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.NO.PASSES:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- ERROR ------ &lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Out of Passes&lt;br /&gt;
	put #echo %DRWordle._textColor._warning -------------------&lt;br /&gt;
	goto DRWordle.Emergency.Exit&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.UNKONWN.WORD:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- ERROR ------ &lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Word not in list&lt;br /&gt;
	put #echo %DRWordle._textColor._warning - or bad wordbank&lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Dumping state&lt;br /&gt;
	put #echo %DRWordle._textColor._warning -------------------&lt;br /&gt;
	put #echo &amp;gt;ScriptLog red RPA FAIL&lt;br /&gt;
	gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
DRWordle.COMPLETE:&lt;br /&gt;
	put #echo &amp;gt;ScriptLog green RPA success&lt;br /&gt;
goto DRWordle.Check.Repeat.Run&lt;br /&gt;
&lt;br /&gt;
DRWordle.Check.Repeat.Run:&lt;br /&gt;
	if (%DRWordle.useAllSlips = 1) then {&lt;br /&gt;
		put .drwordle %0&lt;br /&gt;
		exit&lt;br /&gt;
	}&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
DRWordle.Emergency.Exit:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- Hard Exiting ------ &lt;br /&gt;
	goto DRWordle.Exit&lt;br /&gt;
&lt;br /&gt;
################################################################################################################### TBI ####&lt;br /&gt;
#call with just a letter, feed in bad letters&lt;br /&gt;
&lt;br /&gt;
#### TEST CASES - IGNORE ####&lt;br /&gt;
DRWordle.TestCase.TestActions:&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info STARTING FIRST LINE&lt;br /&gt;
#gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
gosub DRWordle.Echo red 0====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
&lt;br /&gt;
pause 1&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gosub DRWordle.Echo red 1====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 2====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 3====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 3====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 4====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | +B+ | +R+ | +I+ | +A+ | +R+ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | *I* | +O+ | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  | +B+ | +R+ | +I+ | +A+ | +R+ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.TestCase.PrintStates:&lt;br /&gt;
	put #echo %DRWordle._textColor._info word bank count: %DRWordle._wordBankCount&lt;br /&gt;
	put #echo %DRWordle._textColor._info bad Letters: %DRWordle._badLetters&lt;br /&gt;
	put #echo %DRWordle._textColor._info dirty (bad) Letters: %DRWordle._badLettersDirty &lt;br /&gt;
	put #echo %DRWordle._textColor._info good Letters: %DRWordle._goodLetters &lt;br /&gt;
	put #echo %DRWordle._textColor._info dirty (good) Letters: %DRWordle._goodLettersDirty &lt;br /&gt;
#        put #echo %DRWordle._textColor._info remaining letters: %DRWordle._remainingLetters&lt;br /&gt;
#        put #echo %DRWordle._textColor._info remaining letters: NYI&lt;br /&gt;
	put #echo %DRWordle._textColor._info known positions: %DRWordle._knownPositions&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 1: %DRWordle._knownPosition1&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 2: %DRWordle._knownPosition2&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 3: %DRWordle._knownPosition3&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 4: %DRWordle._knownPosition4&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 5: %DRWordle._knownPosition5&lt;br /&gt;
	put #echo %DRWordle._textColor._info Remaining Words: %DRWordle._wordBank&lt;br /&gt;
	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=DRWordle_(script)&amp;diff=613113</id>
		<title>DRWordle (script)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=DRWordle_(script)&amp;diff=613113"/>
		<updated>2023-05-28T02:13:23Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Script&lt;br /&gt;
|cat=events&lt;br /&gt;
|fe=Genie&lt;br /&gt;
|auth=Shift&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Updated word list on 5-21-2023, added &amp;quot;infinite run&amp;quot; option.  &lt;br /&gt;
Word list as of 5-23-2022&lt;br /&gt;
&lt;br /&gt;
   .drwordle solve&lt;br /&gt;
  Attempts to solve the puzzle. &lt;br /&gt;
&lt;br /&gt;
  .drwordle debug&lt;br /&gt;
  Enters debug mode.  use &amp;quot;#parse NEXTCASE&amp;quot; without the quotes to progress it.&lt;br /&gt;
&lt;br /&gt;
  drwordle help&lt;br /&gt;
  Shows possible commands. &lt;br /&gt;
&lt;br /&gt;
Important Notes: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Turn the recommend only variable in the custom variables section to ON if you want the script to give you recommendations rather than solve the puzzle for you. &lt;br /&gt;
&lt;br /&gt;
2. If the script is timing out, decrease the infinite loop hack variable.  This will slow it down a bit, so don&#039;t make it too short unless you want to sit around and do otherstuff while it processes. &lt;br /&gt;
&lt;br /&gt;
3. Some DR words will likely not be in the list.  You can add them to the missing words list at top.  Just make sure you end in a | and it&#039;s all caps or it&#039;s likely to break or ignore the word. &lt;br /&gt;
&lt;br /&gt;
4.  If the script dies or you accidentally break out, change the guess variable and just rerun it.  It&#039;ll pick back up with the new guess. &lt;br /&gt;
&lt;br /&gt;
5.  Start the script when standing next to a time lock. &lt;br /&gt;
&lt;br /&gt;
Disclaimer: No guarantees on your RPAs because I don&#039;t know what else you have going on in your system, but my testing showed about 81-100% accuracy (variable due to versions and updates to the script itself + word lists). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
### use .DRWordle help for instructions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#==============================      CUSTOM VARIABLES GO HERE      ===========================&lt;br /&gt;
&lt;br /&gt;
## This is the word to start the puzzle&lt;br /&gt;
## Most people will want to just ignore this.&lt;br /&gt;
	var DRWordle._guess AEIOU&lt;br /&gt;
#	var DRWordle._guess CRANE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Add new words discovered here&lt;br /&gt;
## Most likely DR specific words not in the dictionary; always 5 characters&lt;br /&gt;
## Make sure to separate words and end with |&lt;br /&gt;
## Always caps, and these words will be prioritized if the program does auto-input&lt;br /&gt;
	## WARNING: ADDING THE WORD &amp;quot;FALSE&amp;quot; WILL BREAK THE CODE !!!&lt;br /&gt;
	var DRWordle._missingWords OSAGE|NILOS|DARJE|IROKO|RAMIE|KASAI|MOABI|CRWTH|REBEC|KELSA|COBZA|ANGLE|GUIRO|HOSTA|TABLA|TZECE|AKABO|SNICK|IAHJA|ESTOC|AVENE|ZUBKE|SUFIL|PUNKA|MADUN|KOMNO|KALAG|TELEK|ELMOD|KATAR|JASPE|TONFA|UKABI|PHOFE|TURSA|RAMIN|KASAI|NULOE|JOSTA|MELIE|RISTE|KYTHE|HULIJ|KILAM|VEDDA|LUNAT|HISAN|TAIGO|LOACH|SHAAL|MALIK|MELIR|LIANA|ITHOR|MOABI&lt;br /&gt;
&lt;br /&gt;
## Only recommends a word.  Won&#039;t actually type it in.  You need to. &lt;br /&gt;
## OFF to have it play the game for you, ON or anything else to enable assisted mode&lt;br /&gt;
	var DRWordle._recommendOnly OFF&lt;br /&gt;
&lt;br /&gt;
## If you have errors due to infinite loop or recursion, lower this number. &lt;br /&gt;
## It will be slighly slower to significantly slower depending on how low it goes&lt;br /&gt;
	var DRWordle._infiniteLoopHack 2000&lt;br /&gt;
&lt;br /&gt;
## Echo color for information text; customizable for the visually impaired or for those running lots of highlights&lt;br /&gt;
	var DRWordle._textColor._info yellow&lt;br /&gt;
	var DRWordle._textColor._warning red&lt;br /&gt;
&lt;br /&gt;
## Delay for processing.  Increase this if you&#039;re missing letters due to slower or older PCs&lt;br /&gt;
	var DRWordle._globalShortDelay .001&lt;br /&gt;
	var DRWordle._globalLongDelay 1&lt;br /&gt;
&lt;br /&gt;
## Set to 1 to repeat indefinitely - but it will break on failure to allow you to resolve the issue&lt;br /&gt;
	var DRWordle.useAllSlips 1&lt;br /&gt;
&lt;br /&gt;
#=============================================================================================&lt;br /&gt;
&lt;br /&gt;
DRWordle.Start: &lt;br /&gt;
&lt;br /&gt;
### Setting up base variables.  This should run before attempting&lt;br /&gt;
gosub DRWordle.SetupActions&lt;br /&gt;
gosub DRWordle.SetupGlobalVars&lt;br /&gt;
&lt;br /&gt;
### real run or just help run? &lt;br /&gt;
gosub DRWordle.InputCheck&lt;br /&gt;
&lt;br /&gt;
DRWordle.Exit:&lt;br /&gt;
	put #parse DRWORDLE FINISHED&lt;br /&gt;
	exit 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
########################################################  Puzzle Solver FUNCTIONS ###########################################&lt;br /&gt;
&lt;br /&gt;
DRWordle.startPuzzle:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info Starting puzzle&lt;br /&gt;
&lt;br /&gt;
	put touch time lock&lt;br /&gt;
	waitforre This will consume a pass for Aesthene|already connected to the lock&lt;br /&gt;
&lt;br /&gt;
	put touch time lock&lt;br /&gt;
	waitforre You can WHISPER your guess|already connected to the lock|an alarming pulse of energy surges from it and through you&lt;br /&gt;
&lt;br /&gt;
	put whisper time lock %DRWordle._guess&lt;br /&gt;
	waitforre LOOK at the lock for an update on your progress&lt;br /&gt;
&lt;br /&gt;
	pause %DRWordle._globalLongDelay&lt;br /&gt;
	drwordle.override:&lt;br /&gt;
		gosub DRWordle.PostProcessing&lt;br /&gt;
		if (&amp;quot;%DRWordle._recommendOnly&amp;quot; = &amp;quot;ON&amp;quot;) then {&lt;br /&gt;
			gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning red INPUT REQURIED&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning red type &amp;quot;whisper time lock &amp;lt;guess&amp;gt;&amp;quot; without quotes, filling in your guess for &amp;quot;&amp;lt;guess&amp;gt;&amp;quot;	&lt;br /&gt;
		} else {&lt;br /&gt;
			goto DRWordle.automateGuess&lt;br /&gt;
		}&lt;br /&gt;
	## waiting for triggers to move on.  Could use matchwait, but I&#039;m lazy&lt;br /&gt;
	pause 30000&lt;br /&gt;
	goto DRWordle.override&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
########################################################  SETUP FUNCTIONS ###########################################&lt;br /&gt;
&lt;br /&gt;
DRWordle.SetupActions:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Triggers&lt;br /&gt;
	### Actions to identify which words are good and which are bad. &lt;br /&gt;
	### There has to be a better way to do this too. &lt;br /&gt;
&lt;br /&gt;
	### identify bad letters&lt;br /&gt;
		## This didn&#039;t work, only caught first bad letter per row, so splitting into multiple actions&lt;br /&gt;
		#	action var DRWordle._badLettersDirty %DRWordle._goodLettersDirty|$1 when \*([A-Z])\*&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._badLettersDirty $1|%DRWordle._badLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\*([A-Z])\*\s*\|\s*$&lt;br /&gt;
&lt;br /&gt;
	### identify good letters&lt;br /&gt;
		#same problem as above, so just hardcoding it. &lt;br /&gt;
		#action var DRWordle._goodLettersDirty %DRWordle._goodLettersDirty|$1 when \+([A-Z])\+&lt;br /&gt;
		#action var DRWordle._goodLettersDirty %DRWordle._goodLettersDirty|$1 when _([A-Z])_&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition1 $1 when \s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition2 $1 when \s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition3 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition4 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty;var DRWordle._GoodLBadPosition5 $1 when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*_([A-Z])_\s*\|\s*$&lt;br /&gt;
		&lt;br /&gt;
	### identify known positions&lt;br /&gt;
		action var DRWordle._knownPosition1 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition2 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition3 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition4 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*...\s*\|\s*$&lt;br /&gt;
		action var DRWordle._knownPosition5 $1;var DRWordle._goodLettersDirty $1|%DRWordle._goodLettersDirty when \s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*...\s*\|\s*\+([A-Z])\+\s*\|\s*$&lt;br /&gt;
&lt;br /&gt;
	## support actions&lt;br /&gt;
		action goto DRWordle.Override when PROCESSLASTMOVE!&lt;br /&gt;
		action goto DRWordle.Override when indicates a wrong letter that isn&#039;t used in the final word&lt;br /&gt;
		action goto DRWordle.NO.PASSES when To interact with the lock, you must redeem a pass for the event&lt;br /&gt;
		action goto DRWordle.COMPLETE when for your assistance in locking away unstable temporal magics at Aesthene&#039;s Close&lt;br /&gt;
		action goto DRWordle.automateGuess when You must whisper a guess&lt;br /&gt;
&lt;br /&gt;
	## fail states&lt;br /&gt;
		action goto DRWordle.UNKONWN.WORD when You are not currently tasked with solving the puzzle.  TOUCH the lock to begin.]&lt;br /&gt;
#		action goto DRWordle.UNKONWN.WORD when You whisper quietly to the lock.  It doesn&#039;t respond&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.SetupGlobalVars:&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Variables&lt;br /&gt;
	## Functional variables; will fill in as part of the run&lt;br /&gt;
	var DRWordle._goodLetters &lt;br /&gt;
	var DRWordle._goodLettersDirty &lt;br /&gt;
	var DRWordle._badLetters &lt;br /&gt;
	var DRWordle._badLettersDirty &lt;br /&gt;
	# NYI #&lt;br /&gt;
        var DRWordle._remainingLetters ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
	#######&lt;br /&gt;
	var DRWordle._knownPosition1 &lt;br /&gt;
	var DRWordle._knownPosition2 &lt;br /&gt;
	var DRWordle._knownPosition3 &lt;br /&gt;
	var DRWordle._knownPosition4 &lt;br /&gt;
	var DRWordle._knownPosition5 &lt;br /&gt;
	&lt;br /&gt;
	var DRWordle._GoodLBadPosition1 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition2 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition3 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition4 .&lt;br /&gt;
	var DRWordle._GoodLBadPosition5 .&lt;br /&gt;
	gosub DRWordle.CheckKnownPositions&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Creating Word List... this may take a while&lt;br /&gt;
	## Customizable variables.  Wordbank is HUGE.  There has to be a better way.  Import external file maybe? &lt;br /&gt;
	var DRWordle._wordCharCount 5&lt;br /&gt;
	var DRWordle._wordBank %DRWordle._missingWordsAALAR|AARGH|AAYRA|ABACA|ABACI|ABACK|ABAFT|ABASE|ABASH|ABATE|ABBEY|ABBOT|ABEAM|ABEND|ABETS|ABHOR|ABIDE|ABIRA|ABLED|ABLER|ABODE|ABORT|ABOUT|ABOVE|ABSIT|ABUSE|ABUTS|ABUZZ|ABYSS|ACHED|ACHES|ACHOO|ACIDS|ACING|ACKED|ACMES|ACNED|ACNES|ACORN|ACRES|ACRID|ACTED|ACTIN|ACTOR|ACUTE|ADAGE|ADANF|ADANO|ADAPT|ADDED|ADDER|ADDLE|ADEPT|ADIEU|ADIOS|ADLIB|ADMAN|ADMEN|ADMIT|ADMIX|ADOBE|ADOPT|ADORE|ADORN|ADULT|ADZES|AEDEM|AEGIS|AELIK|AERIE|AESRY|AEVEL|AEYMI|AFFIX|AFIRE|AFOOT|AFORE|AFOUL|AFTER|AGAIN|AGAPE|AGARS|AGATE|AGAVE|AGENT|AGGAH|AGILE|AGING|AGLEY|AGLOW|AGOBL|AGONE|AGONY|AGORA|AGREE|AGUES|AHEAD|AHHHH|AHOLD|AHOYS|AHWEN|AIDED|AIDER|AIDES|AILED|AIMED|AIMER|AIOLI|AIRED|AIRER|AISLE|AITCH|AJUGA|ALACK|ALAIN|ALARM|ALBUM|ALDER|ALECK|ALEPH|ALERT|ALGAE|ALGAL|ALGIN|ALIAS|ALIBI|ALIEN|ALIGN|ALIKE|ALIVE|ALKYD|ALKYL|ALLAY|ALLEY|ALLOT|ALLOW|ALLOY|ALLUM|ALLYE|ALOES|ALOFT|ALOHA|ALONE|ALONG|ALOOF|ALOUD|ALPHA|ALRET|ALRIS|ALTAR|ALTER|ALTHO|ALTOS|ALUMS|ALUNE|ALVAR|ALWAY|ALYDA|AMAHS|AMASS|AMAZE|AMBER|AMBIT|AMBLE|AMEBA|AMEND|AMENS|AMIDE|AMIGO|AMINE|AMINO|AMISS|AMITY|AMMOS|AMONG|AMOUR|AMPED|AMPLE|AMPLY|AMUCK|AMUSE|AMYLS|ANDED|ANDOR|ANENT|ANEUS|ANGEL|ANGEM|ANGER|ANGLE|ANGRY|ANGST|ANIEK|ANILE|ANIMA|ANION|ANISE|ANISI|ANKHS|ANKLE|ANLAS|ANNAS|ANNEX|ANNOY|ANNUL|ANNUM|ANODE|ANOLE|ANTED|ANTES|ANTIC|ANTIS|ANTOC|ANTSY|ANVIL|AODIN|AORTA|AOURN|APACE|APART|APERS|APHID|APHIS|APIAN|APING|APISH|APNEA|APORT|APPLE|APPLY|APRIL|APRON|APSES|APSOS|APTLY|AQUAE|AQUAS|ARBOR|ARCED|ARDOR|ARDYS|AREAL|AREAS|AREKO|ARENA|ARENT|ARGON|ARGOT|ARGUE|ARHAT|ARIAS|ARINE|ARISE|ARITY|ARIYA|ARJEN|ARMED|ARMOR|AROMA|AROSE|ARPIA|ARRAS|ARRAY|ARROW|ARSES|ARSON|ARTHE|ARTSY|ARUMS|ARUNA|ASANA|ASCOT|ASHEN|ASHES|ASIDE|ASINI|ASKED|ASKER|ASKEW|ASMAR|ASPEN|ASPIC|ASSAI|ASSAY|ASSED|ASSES|ASSET|ASTER|ASTIR|ASTRO|ATHAN|ATILT|ATLAS|ATOLL|ATOMS|ATONE|ATRAI|ATRIA|ATTAR|ATTIC|ATUEN|ATVUS|AUDIO|AUDIT|AUGER|AUGHT|AUGUR|AULES|AUNTS|AURAE|AURAL|AURAS|AURIC|AUTOS|AVAAR|AVAEV|AVAIL|AVANT|AVAST|AVEDA|AVERS|AVERT|AVIAN|AVLEA|AVNEL|AVOID|AVOWS|AVREN|AVRII|AVTIK|AWAIT|AWAKE|AWARD|AWARE|AWASH|AWAYS|AWFUL|AWING|AWKSA|AWOKE|AXELS|AXIAL|AXING|AXIOM|AXLED|AXLES|AXMAN|AXMEN|AXONS|AYINS|AYLAY|AYSTA|AZDAR|AZINE|AZOIC|AZUME|AZURE|BABEL|BABES|BACKS|BACON|BADDY|BADGE|BADLY|BAERN|BAGEL|BAGGY|BAHTS|BAILS|BAINS|BAIRN|BAITS|BAIZE|BAKED|BAKER|BAKES|BALAM|BALDS|BALDY|BALED|BALER|BALES|BALKS|BALKY|BALLS|BALLY|BALMS|BALMY|BALSA|BANAL|BANDS|BANDY|BANES|BANGS|BANII|BANJO|BANKS|BANNS|BARBS|BARDS|BARED|BARER|BARES|BARFS|BARFY|BARGE|BARIC|BARKS|BARKY|BARMS|BARMY|BARNS|BARON|BASAL|BASED|BASER|BASES|BASIC|BASIL|BASIN|BASIR|BASIS|BASKS|BASSI|BASSO|BASTE|BATCH|BATED|BATES|BATHE|BATHS|BATIK|BATON|BATTY|BAUDS|BAULK|BAWDY|BAWLS|BAYED|BAYOU|BAZAR|BEACH|BEADS|BEADY|BEAKS|BEAKY|BEAMS|BEAMY|BEANO|BEANS|BEARD|BEARS|BEAST|BEATS|BEAUS|BEAUT|BEAUX|BEBOP|BEBUG|BECKS|BEDAN|BEDEW|BEDIM|BEECH|BEEFS|BEEFY|BEEPS|BEERS|BEERY|BEETS|BEFIT|BEFOG|BEGAN|BEGAT|BEGET|BEGIN|BEGOT|BEGUN|BEIGE|BEING|BELAY|BELCH|BELEA|BELIE|BELLE|BELLI|BELLS|BELLY|BELOW|BELTS|BENCH|BENDS|BENTS|BEORT|BERAN|BERET|BERGS|BERMS|BERRY|BERTH|BERYL|BESET|BESOT|BESTS|BETAS|BETEL|BETHS|BEVEL|BEZEL|BHANG|BHOYS|BIBBS|BIBLE|BIDDY|BIDED|BIDER|BIDES|BIDET|BIERS|BIFFS|BIFFY|BIGGY|BIGHT|BIGLY|BIGOT|BIKED|BIKER|BIKES|BILES|BILGE|BILGY|BILKS|BILLS|BILLY|BIMBO|BINDS|BINGE|BINGO|BIOME|BIPED|BIPOD|BIRCH|BIRDS|BIRTH|BISON|BITCH|BITER|BITES|BITSY|BITTY|BIZAR|BKKKM|BLABS|BLACK|BLADE|BLAHS|BLAME|BLAND|BLANK|BLARE|BLASH|BLAST|BLATS|BLAZE|BLEAK|BLEAR|BLEAT|BLEBS|BLEED|BLEND|BLESS|BLEST|BLIMP|BLIND|BLINI|BLINK|BLIPS|BLISS|BLITZ|BLOAT|BLOBS|BLOCK|BLOCS|BLOKE|BLOND|BLOOD|BLOOM|BLOTS|BLOWN|BLOWS|BLOWY|BLUED|BLUER|BLUES|BLUFF|BLUNT|BLURB|BLURS|BLURT|BLUSH|BOARD|BOARS|BOAST|BOATS|BOBBY|BOCCE|BOCCI|BOCKS|BODED|BODES|BODGE|BODIE|BOFFO|BOFFS|BOGEY|BOGGY|BOGIE|BOGUS|BOILS|BOLAS|BOLLS|BOLOS|BOLTS|BOMBE|BOMBS|BONDS|BONED|BONER|BONES|BONGO|BONGS|BONKS|BONNE|BONNY|BONUS|BOOBS|BOOBY|BOOED|BOOKS|BOOKY|BOOMS|BOOMY|BOONS|BOORS|BOOST|BOOTH|BOOTS|BOOTY|BOOZE|BOOZY|BORAX|BORED|BORER|BORES|BORIC|BORNE|BORON|BOSKY|BOSOM|BOSON|BOSSA|BOSSY|BOSUN|BOTCH|BOTHY|BOTUK|BOUGH|BOULE|BOUND|BOUTS|BOWED|BOWEL|BOWER|BOWIE|BOWLS|BOXED|BOXER|BOXES|BOZOS|BRACE|BRACK|BRACT|BRADS|BRAES|BRAGS|BRAID|BRAIN|BRAKE|BRAND|BRANS|BRANT|BRASH|BRASS|BRATH|BRATS|BRAUN|BRAVA|BRAVE|BRAVO|BRAWL|BRAWN|BRAYS|BRAZE|BREAD|BREAK|BREAM|BREED|BRENT|BREVE|BREWS|BRIAR|BRIBE|BRICK|BRIDE|BRIEF|BRIER|BRIES|BRIGS|BRIMS|BRINE|BRING|BRINK|BRINY|BRISK|BROAD|BROIL|BROKE|BROMO|BRONC|BRONX|BROOD|BROOK|BROOM|BROTH|BROWN|BROWS|BRUIN|BRUIT|BRUNG|BRUNT|BRUSH|BRUSK|BRUTE|BUBBA|BUCCA|BUCKS|BUDDY|BUDGE|BUENA|BUENO|BUFFA|BUFFO|BUFFS|BUGGY|BUGLE|BUILD|BUILT|BULBS|BULGE|BULGY|BULKS|BULKY|BULLS|BULLY|BUMPH|BUMPS|BUMPY|BUNCH|BUNCO|BUNDS|BUNGS|BUNKO|BUNKS|BUNNY|BUNTS|BUOYS|BURET|BURGS|BURIN|BURLS|BURLY|BURNS|BURNT|BURPS|BURRO|BURRS|BURRY|BURST|BUSBY|BUSED|BUSES|BUSHY|BUSKS|BUSTS|BUSTY|BUTCH|BUTTE|BUTTS|BUTYL|BUUWL|BUXOM|BUYER|BUZZY|BWANA|BXXAS|BYLAW|BYRES|BYTES|BYWAY|CABAL|CABBY|CABIN|CABLE|CACAO|CACHE|CACTI|CADDY|CADET|CADGE|CADRE|CAFES|CAGED|CAGER|CAGES|CAGEY|CAIRN|CAKED|CAKES|CALIX|CAL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|READY|REALM|REALS|REAMS|REAPS|REARM|REARS|REBAR|REBEL|REBID|REBOX|REBUS|REBUT|RECAP|RECTA|RECTO|RECUR|RECUT|REDID|REDIP|REDLY|REDOX|REDUX|REEDS|REEDY|REEFS|REEKS|REEKY|REELS|REEVE|REFER|REFIT|REFIX|REFLY|REFRY|REGAL|REGEN|REHAB|REIFY|REIGN|REINS|REJUV|RELAX|RELAY|RELET|RELIC|REMAN|REMAP|REMIT|REMIX|RENAL|RENDS|RENEW|RENSH|RENTE|RENTS|REPAY|REPEL|REPLY|REPRO|RERAN|RERUN|RESAW|RESAY|RESET|RESEW|RESIN|RESTS|RESUM|RETAN|RETCH|RETRO|RETRY|REUSE|REVEL|REVET|REVUE|REWED|RHEAS|RHEUM|RHINO|RHOAT|RHUMB|RHYME|RIALS|RIBBY|RICED|RICER|RICES|RIDER|RIDES|RIDGE|RIDGY|RIFER|RIFLE|RIFTS|RIGBY|RIGHT|RIGID|RIGOR|RIINI|RILED|RILES|RILLE|RILLS|RIMED|RIMER|RIMES|RINDS|RINGS|RINKS|RINSE|RIOTS|RIPEN|RIPER|RISEN|RISER|RISES|RISIK|RISKS|RISKY|RITES|RITZY|RIVAL|RIVED|RIVEN|RIVER|RIVES|RIVET|RIVYN|ROACH|ROADS|ROAMS|ROANS|ROARS|ROAST|ROBED|ROBES|ROBIN|ROBLE|ROBOT|ROBYN|ROCKS|ROCKY|RODEO|ROGER|ROGUE|ROIDS|ROILS|ROILY|ROLES|ROLLS|ROMAN|ROMPS|RONDO|ROODS|ROOFS|ROOKS|ROOKY|ROOMS|ROOMY|ROOST|ROOTS|ROOTY|ROPED|ROPER|ROPES|ROSES|ROSIN|ROTOR|ROUGE|ROUGH|ROUND|ROUSE|ROUST|ROUTE|ROUTS|ROVED|ROVER|ROVES|ROWAN|ROWDY|ROWED|ROWER|ROYAL|RUBES|RUBLE|RUCHE|RUDDY|RUDER|RUFFS|RUGBY|RUING|RUINS|RULED|RULER|RULES|RUMBA|RUMEN|RUMMY|RUMOR|RUMPS|RUNES|RUNGS|RUNIC|RUNNY|RUNTS|RUNTY|RUPEE|RURAL|RUSES|RUSKS|RUSSE|RUSTS|RUSTY|RUTTY|SABER|SABLE|SABRA|SABRE|SACKS|SADLY|SAFER|SAFES|SAGAS|SAGER|SAGES|SAHIB|SAHRA|SAILS|SAINT|SAIST|SAITH|SAKES|SALAD|SALES|SALLY|SALON|SALSA|SALTS|SALTY|SALVE|SALVO|SAMBA|SANDS|SANDY|SANER|SANYU|SAPPY|SARAN|SARBU|SARGE|SARIS|SASSY|SATED|SATES|SATIN|SATYR|SAUCE|SAUCY|SAUNA|SAUTE|SAVED|SAVER|SAVES|SAVOR|SAVVY|SAWED|SAWER|SAXES|SAYER|SCABS|SCADS|SCALD|SCALE|SCALP|SCALY|SCAMP|SCAMS|SCANS|SCANT|SCARE|SCARF|SCARP|SCARS|SCARY|SCATS|SCENE|SCENT|SCHMO|SCHWA|SCION|SCOFF|SCOIN|SCOLD|SCONE|SCOOP|SCOOT|SCOPE|SCOPS|SCORE|SCORN|SCOUR|SCOUT|SCOWL|SCOWS|SCRAM|SCRAP|SCREW|SCRIM|SCRIP|SCROD|SCRUB|SCRUM|SCUBA|SCUDI|SCUDO|SCUDS|SCUFF|SCULL|SCUMS|SCURF|SCUSE|SCUZZ|SEALS|SEAMS|SEAMY|SEARS|SEATS|SEBUM|SECCO|SECTS|SEDAN|SEDER|SEDGE|SEDGY|SEDUM|SEEDS|SEEDY|SEEKS|SEEMS|SEEPS|SEERS|SEEST|SEETH|SEGUE|SEIGE|SEINE|SEIZE|SELAH|SELAN|SELFS|SELLS|SEMEN|SEMIS|SENCI|SENDS|SENSE|SEORD|SEPAL|SEPIA|SEPOY|SEPTA|SERFS|SERGE|SERIF|SERUM|SERVE|SERVO|SETUP|SEVAN|SEVEN|SEVER|SEWED|SEWER|SEXED|SEXES|SHACK|SHADE|SHADS|SHADY|SHAFT|SHAGS|SHAHS|SHAKE|SHAKO|SHAKY|SHALE|SHALL|SHALT|SHAME|SHAMS|SHANK|SHAPE|SHARD|SHARE|SHARK|SHARP|SHAVE|SHAWL|SHAWM|SHAYS|SHEAF|SHEAR|SHEDS|SHEEN|SHEEP|SHEER|SHEET|SHEIK|SHELF|SHELL|SHERD|SHEWS|SHIED|SHIER|SHIES|SHIFT|SHIKI|SHILL|SHIMS|SHINE|SHINS|SHINY|SHIPS|SHIRE|SHIRK|SHIRR|SHIRT|SHISH|SHITS|SHLEP|SHMOO|SHNOR|SHOAL|SHOAN|SHOAT|SHOCK|SHOED|SHOER|SHOES|SHOJI|SHONE|SHOOK|SHOOS|SHOOT|SHOPS|SHORE|SHORN|SHORT|SHOTS|SHOUT|SHOVE|SHOWN|SHOWS|SHOWY|SHRED|SHREW|SHRUB|SHRUG|SHUCK|SHUNS|SHUNT|SHUSH|SHUTE|SHUTS|SHYER|SHYLY|SIBYL|SICKO|SICKS|SICLE|SIDED|SIDES|SIDLE|SIEGE|SIEVE|SIFTS|SIGHS|SIGHT|SIGIL|SIGMA|SIGNS|SILKS|SILKY|SILLS|SILLY|SILOS|SILTS|SILTY|SINCE|SINES|SINEW|SINGE|SINGS|SINKS|SINUS|SIRAN|SIRED|SIREE|SIREN|SIRES|SIRUP|SIRYN|SISAL|SISSY|SITAR|SITED|SITES|SITUS|SIXES|SIXTH|SIXTY|SIZED|SIZER|SIZES|SKATE|SKEET|SKEIN|SKEWS|SKIDS|SKIED|SKIER|SKIES|SKIFF|SKILL|SKIMP|SKIMS|SKINS|SKINT|SKIPS|SKIRT|SKITS|SKOAL|SKULK|SKULL|SKUNK|SKYED|SLABS|SLACK|SLAGS|SLAIN|SLAKE|SLAMS|SLANG|SLANT|SLAPS|SLASH|SLATE|SLATS|SLAVE|SLAWS|SLAYS|SLEDS|SLEEK|SLEEP|SLEET|SLEPT|SLEWS|SLICE|SLICK|SLIDE|SLIER|SLILY|SLIME|SLIMS|SLIMY|SLING|SLINK|SLIPS|SLITS|SLOBS|SLOES|SLOGS|SLOMO|SLOOP|SLOPE|SLOPS|SLOSH|SLOTH|SLOTS|SLOWS|SLUED|SLUES|SLUFF|SLUGS|SLUMP|SLUMS|SLUNG|SLUNK|SLURP|SLURS|SLUSH|SLUTS|SLYER|SLYLY|SMACK|SMALL|SMART|SMASH|SMEAR|SMELL|SMELT|SMILE|SMIRK|SMITE|SMITH|SMOCK|SMOGS|SMOKE|SMOKY|SMOTE|SMURF|SMUTS|SNACK|SNAER|SNAFU|SNAGS|SNAIL|SNAKE|SNAKY|SNAPS|SNARE|SNARF|SNARK|SNARL|SNEAK|SNEER|SNIDE|SNIFF|SNIPE|SNIPS|SNITS|SNOBS|SNOOD|SNOOK|SNOOP|SNOOT|SNORE|SNORT|SNOTS|SNOUT|SNOWS|SNOWY|SNUBS|SNUCK|SNUFF|SNUGS|SOAKS|SOAPS|SOAPY|SOARS|SOBER|SOCKO|SOCKS|SOCLE|SODAS|SOFAS|SOFTS|SOFTY|SOGGY|SOILS|SOKIS|SOLAR|SOLED|SOLES|SOLID|SOLON|SOLOS|SOLUM|SOLVE|SOMAS|SONAR|SONGS|SONIC|SONLY|SONNY|SOOTH|SOOTS|SOOTY|SOPPY|SORER|SORES|SORRY|SORTA|SORTS|SOULS|SOUND|SOUPS|SOUPY|SOURS|SOUSE|SOUTH|SOWED|SOWER|SOYAS|SPACE|SPACY|SPADE|SPAKE|SPANG|SPANK|SPANS|SPARE|SPARK|SPARS|SPASM|SPATE|SPATS|SPAWN|SPAYS|SPAZZ|SPEAK|SPEAR|SPECK|SPECS|SPEED|SPELL|SPELT|SPEND|SPENT|SPERM|SPEWS|SPICE|SPICS|SPICY|SPIED|SPIEL|SPIER|SPIES|SPIFF|SPIKE|SPIKY|SPILL|SPILT|SPINA|SPINE|SPINS|SPINY|SPIRE|SPITE|SPITS|SPITZ|SPIVS|SPLAT|SPLAY|SPLIT|SPOIL|SPOKE|SPOOF|SPOOK|SPOOL|SPOON|SPOOR|SPORE|SPORT|SPOTS|SPOUT|SPRAT|SPRAY|SPREE|SPRIG|SPRIT|SPROG|SPRUE|SPUDS|SPUED|SPUME|SPUMY|SPUNK|SPURN|SPURS|SPURT|SPUTA|SQUAB|SQUAD|SQUAT|SQUAW|SQUIB|SQUID|SRAAN|SSUGI|STABS|STACK|STAFF|STAGE|STAGS|STAGY|STAID|STAIN|STAIR|STAKE|STALE|STALK|STALL|STAMP|STAND|STANK|STAPH|STARE|STARK|STARS|START|STASH|STATE|STATS|STAVE|STAYS|STEAD|STEAK|STEAL|STEAM|STEED|STEEL|STEEP|STEER|STEIN|STELA|STELE|STEMS|STENO|STEPS|STERN|STETS|STEWS|STICK|STIED|STIES|STIFF|STILE|STILL|STILT|STING|STINK|STINT|STIRS|STOAE|STOAS|STOAT|STOCK|STOGY|STOIC|STOKE|STOLE|STOMA|STOMP|STONE|STONY|STOOD|STOOL|STOOP|STOPS|STORE|STORK|STORM|STORY|STOUP|STOUT|STOVE|STOWS|STRAP|STRAW|STRAY|STREP|STREW|STRIP|STROP|STRUM|STRUT|STUBS|STUCK|STUDS|STUDY|STUFF|STUMP|STUNG|STUNK|STUNS|STUNT|STURA|STYES|STYLE|STYLI|SUAVE|SUCKS|SUDSY|SUEDE|SUERS|SUETS|SUETY|SUGAR|SUING|SUITE|SUITS|SULFA|SULKS|SULKY|SULLY|SUMAC|SUMMA|SUMPS|SUNNY|SUNUP|SUPER|SUPES|SUPRA|SURAS|SURDS|SURER|SURFS|SURGE|SURLY|SUSHI|SUTRA|SVADH|SWABS|SWAGS|SWAIN|SWAMI|SWAMP|SWANK|SWANS|SWAPS|SWARD|SWARE|SWARF|SWARM|SWART|SWASH|SWATH|SWATS|SWAYS|SWEAR|SWEAT|SWEDE|SWEEP|SWEET|SWELL|SWEPT|SWIFT|SWIGS|SWILL|SWIMS|SWINE|SWING|SWIPE|SWIRL|SWISH|SWISS|SWIVE|SWOON|SWOOP|SWORD|SWORE|SWORN|SWUNG|SYLPH|SYNCH|SYNCS|SYNOD|SYRUP|TABBY|TABLE|TABOO|TABOR|TABUS|TACET|TACIT|TACKS|TACKY|TACOS|TACTS|TAELS|TAFFY|TAGUA|TAILS|TAINT|TAIPA|TAKEN|TAKER|TAKES|TALCS|TALES|TALKS|TALKY|TALLY|TALNA|TALON|TALUS|TAMED|TAMER|TAMES|TAMPS|TANGO|TANGS|TANGY|TANKS|TANSY|TAPED|TAPER|TAPES|TAPIR|TAPIS|TARDY|TARED|TARES|TARNS|TAROS|TAROT|TARPS|TARRY|TARTS|TASKS|TASTE|TASTY|TATER|TATTY|TAUNT|TAUPE|TAWNY|TAXED|TAXER|TAXES|TAXIS|TAXOL|TAXON|TEACH|TEAKS|TEALS|TEAMS|TEARS|TEARY|TEASE|TEATS|TECHS|TECHY|TECUM|TEDDY|TEEMS|TEENS|TEENY|TEETH|TEIRO|TELEX|TELGA|TELLS|TELLY|TEMPI|TEMPO|TEMPS|TEMPT|TENCH|TENDS|TENET|TENON|TENOR|TENSE|TENTH|TENTS|TEPEE|TEPID|TERCE|TERMS|TERNS|TERRA|TERRY|TERSE|TESLA|TESTS|TESTY|TETRA|TEXAS|TEXTS|THANE|THANK|THANX|THATS|THAWS|THEES|THEFT|THEIR|THEME|THENS|THERE|THERM|THESE|THETA|THEWS|THICK|THIEF|THIGH|THINE|THING|THINK|THINS|THIRD|THONG|THORN|THOSE|THOUS|THREE|THREW|THROB|THROE|THROW|THRUM|THUDS|THUGS|THUMB|THUMP|THUNK|THWAP|THYME|TIARA|TIBIA|TICKS|TIDAL|TIDED|TIDES|TIERS|TIFFS|TIGER|TIGHT|TIKES|TIKIS|TILDE|TILED|TILER|TILES|TILLS|TILTH|TILTS|TIMED|TIMER|TIMES|TIMID|TINES|TINGE|TINGS|TINNY|TINTS|TIPPY|TIPSY|TIRED|TIRES|TIROF|TIROS|TITAN|TITER|TITHE|TITLE|TITRE|TITTY|TIZZY|TKIEL|TLIIJ|TLOOE|TOADS|TOADY|TOAST|TODAY|TODDY|TOFFS|TOFFY|TOGAS|TOILE|TOILS|TOKED|TOKEN|TOKER|TOKES|TOLLS|TOMBS|TOMES|TOMMY|TONAL|TONED|TONER|TONES|TONGS|TONIC|TOOLS|TOONS|TOOTH|TOOTS|TOPAZ|TOPED|TOPER|TOPES|TOPIC|TOPOI|TOPOS|TOQUE|TORAH|TORCH|TORIC|TORSI|TORSO|TORTE|TORTS|TORUS|TOTAL|TOTED|TOTEM|TOTER|TOTES|TOTRS|TOTTY|TOUCH|TOUGH|TOURS|TOUTS|TOVES|TOWED|TOWEL|TOWER|TOWNS|TOXIC|TOXIN|TOYED|TOYER|TOYON|TRABE|TRACE|TRACK|TRACT|TRADE|TRAIL|TRAIM|TRAIN|TRAIT|TRAMP|TRAMS|TRANS|TRAPS|TRASH|TRAWL|TRAYS|TREAD|TREAP|TREAT|TREED|TREES|TREKS|TREND|TRESS|TREWS|TREYS|TRIAD|TRIAL|TRIBE|TRIBS|TRICE|TRICK|TRIED|TRIER|TRIES|TRIKE|TRILL|TRIMS|TRIOS|TRIPE|TRIPS|TRITE|TROLL|TROMP|TROOP|TROTH|TROTS|TROUT|TROVE|TROWS|TRUCE|TRUCK|TRUED|TRUER|TRUES|TRULY|TRUMP|TRUNK|TRUSS|TRUST|TRUTH|TRYST|TSARS|TUANS|TUBAL|TUBAS|TUBBY|TUBED|TUBER|TUBES|TUCKS|TUFAS|TUFTS|TUFTY|TULIP|TULLE|TUMMY|TUMOR|TUNAS|TUNED|TUNER|TUNES|TUNIC|TUNNY|TUPLE|TURBO|TURDS|TURDY|TURFS|TURFY|TURNS|TURPS|TUSKS|TUSKY|TUTOR|TUTTI|TUTUS|TUXES|TWAIN|TWANG|TWATS|TWEAK|TWEDH|TWEED|TWEET|TWERP|TWICE|TWIGS|TWILL|TWINE|TWINK|TWINS|TWINY|TWIRL|TWIRP|TWIST|TWITS|TWIXT|TYING|TYKES|TYPAL|TYPED|TYPES|TYPOS|TYRES|TYROS|TZARS|UDDER|UKASE|ULCER|ULNAR|ULNAS|ULTRA|UMBEL|UMBER|UMBRA|UMIAK|UMPED|UMPTY|UNAPT|UNARC|UNARM|UNARY|UNATE|UNBAN|UNBAR|UNBOX|UNCAP|UNCLE|UNCUT|UNDER|UNDID|UNDUE|UNFED|UNFIT|UNFIX|UNHIP|UNHIT|UNIFY|UNION|UNITE|UNITS|UNITY|UNJAM|UNLIT|UNMAN|UNMAP|UNMET|UNPEG|UNPIN|UNRIG|UNSAY|UNSEE|UNSET|UNSEW|UNSEX|UNTIE|UNTIL|UNWED|UNWON|UNZIP|UPEND|UPPED|UPPER|UPSET|URBAN|UREAS|URGED|URGER|URGES|URINE|USAGE|USERS|USHER|USING|USUAL|USURP|USURY|UTERI|UTERO|UTTER|UVULA|VACUA|VACUO|VAGUE|VAGUS|VAILS|VALES|VALET|VALID|VALOR|VALUE|VALVE|VAMPS|VANED|VANES|VAPES|VAPID|VAPOR|VARIA|VASES|VAULT|VAUNS|VAUNT|VEALS|VEEPS|VEERS|VEGAN|VEILA|VEILS|VEINS|VEINY|VELAR|VELDS|VELDT|VENAL|VENDS|VENOM|VENTS|VENUE|VERBS|VEREK|VERGE|VERIK|VERSA|VERSE|VERSO|VERST|VERVE|VESTS|VETCH|VEXED|VEXES|VIALS|VIAND|VIBES|VICAR|VICES|VIDEO|VIERS|VIEWS|VIGIL|VIGOR|VILER|VILLA|VILLE|VILLI|VINCA|VINED|VINES|VINYL|VIOLA|VIOLS|VIPER|VIRAL|VIREO|VIRES|VIRUS|VISAS|VISED|VISES|VISIT|VISOR|VISTA|VITAE|VITAL|VITAM|VITAS|VITRO|VIVAS|VIVID|VIVRE|VIXEN|VIZOR|VOCAB|VOCAL|VODKA|VOGUE|VOICE|VOIDS|VOILA|VOILE|VOLTS|VOMIT|VOTED|VOTER|VOTES|VOUCH|VOWED|VOWEL|VOWER|VOXEL|VROOM|VULVA|VURMA|VYING|WACKO|WACKY|WADED|WADER|WADES|WADIS|WAFER|WAFTS|WAGED|WAGER|WAGES|WAGON|WAHOO|WAIFS|WAILS|WAIST|WAITS|WAIVE|WAKED|WAKEN|WAKER|WAKES|WALED|WALES|WALKS|WALLS|WALTZ|WANDS|WANED|WANES|WANLY|WANNA|WANTA|WANTS|WARDS|WARES|WARMS|WARNS|WARPS|WARTS|WARTY|WASHY|WASNT|WASPS|WASPY|WASSA|WASTE|WATCH|WATER|WATSA|WATTS|WAVED|WAVER|WAVES|WAXED|WAXEN|WAXER|WAXES|WAZOO|WEALD|WEALS|WEANS|WEARS|WEARY|WEAVE|WEBBY|WEBER|WEDGE|WEDGY|WEEDS|WEEDY|WEEKS|WEENY|WEEPS|WEEPY|WEEST|WEFTS|WEIGH|WEIRD|WEIRS|WELCH|WELDS|WELLS|WELSH|WELTS|WENCH|WENDS|WESTS|WETLY|WHACK|WHALE|WHAMS|WHANG|WHARF|WHATS|WHEAL|WHEAT|WHEEE|WHEEL|WHELK|WHELM|WHELP|WHENS|WHERE|WHETS|WHEWS|WHEYS|WHICH|WHIFF|WHILE|WHIMS|WHINE|WHINY|WHIPS|WHIPT|WHIRL|WHIRR|WHIRS|WHISH|WHISK|WHIST|WHITE|WHITS|WHIZZ|WHOAS|WHOLE|WHOMP|WHOOO|WHOOP|WHOPS|WHORE|WHORL|WHOSE|WHOSO|WHUMP|WICKS|WIDEN|WIDER|WIDOW|WIDTH|WIELD|WIFEY|WIGHT|WILCO|WILDS|WILED|WILES|WILLS|WILTS|WIMPS|WIMPY|WINCE|WINCH|WINDS|WINDY|WINED|WINES|WINEY|WINGS|WINKS|WINOS|WIPED|WIPER|WIPES|WIRED|WIRER|WIRES|WISED|WISER|WISES|WISPS|WISPY|WISTS|WITCH|WITHS|WITTY|WIVES|WIZEN|WOKEN|WOLDS|WOMAN|WOMBS|WOMEN|WONKS|WONKY|WONTS|WOODS|WOODY|WOOED|WOOER|WOOFS|WOOLS|WOOLY|WOOSH|WOOZY|WORDS|WORDY|WORKS|WORLD|WORMS|WORMY|WORRY|WORSE|WORST|WORTH|WORTS|WOULD|WOUND|WOVEN|WOWED|WOWEE|WRACK|WRAPS|WRATH|WREAK|WRECK|WRENS|WREST|WRIER|WRING|WRIST|WRITE|WRITS|WRONG|WROTE|WROTH|WRUNG|WRYER|WRYLY|WURST|XENON|XEROX|XIBAR|XORED|XOSIZ|XYLEM|XZEAN|YACHT|YAHOO|YANKS|YARDS|YARNS|YAWED|YAWLS|YAWNS|YAWNY|YAWPS|YEARN|YEARS|YEAST|YECCH|YELLA|YELLS|YELPS|YENTA|YERBA|YESES|YIELD|YIKES|YIPES|YLOSH|YOBBO|YODEL|YOGAS|YOGIC|YOGIS|YOKED|YOKEL|YOKES|YOLKS|YOLKY|YORES|YOULL|YOUNG|YOURE|YOURN|YOURS|YOUSE|YOUTH|YOUVE|YOWLS|YOYOS|YSHAI|YUCCA|YUCKY|YUKKY|YULES|YUMMY|YURTS|ZALDI|ZANDS|ZAPPY|ZAYIN|ZEALS|ZEBRA|ZEBUS|ZEROS|ZESTS|ZESTY|ZETAS|ZILCH|ZILLS|ZINCS|ZINGS|ZINGY|ZIPPY|ZIPSY|ZLOTY|ZOHLU|ZOMBI|ZONAL|ZONED|ZONES|ZONKS|ZOOEY|ZOOKS|ZOOMS|ZOWIE|ZUKIR|ALLAY|CABAL|&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.UpdateWordBankCount&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.UpdateWordBankCount:&lt;br /&gt;
	pause .0001&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._info --- Word bank created, recalculating size&lt;br /&gt;
	eval DRWordle._wordBankCount count(&amp;quot;%DRWordle._wordBank&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.InputCheck:&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;help&amp;quot; or &amp;quot;%1&amp;quot; = &amp;quot;&amp;quot;) then {&lt;br /&gt;
		debug 0&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** By default will not do the   &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** inputs autonomously.  Check  &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** configs at the top of file.  &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** To run, just be in a room &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** with a time lock with a pass.&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Mods: &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** .DRWordle debug - test case only&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** .DRWordle solve - Attempts to &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** solve one puzzle - see config&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** &lt;br /&gt;
		put #echo %DRWordle._textColor._info ** type PROCESSLASTMOVE! to force processing&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Not recommended while doing the&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** initial prune&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;debug&amp;quot;) then {&lt;br /&gt;
&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** Starting testcases&lt;br /&gt;
		put #echo %DRWordle._textColor._info ** use #parse NEXTCASE to progress&lt;br /&gt;
		put #echo %DRWordle._textColor._info **********************************&lt;br /&gt;
&lt;br /&gt;
		gosub DRWordle.TestCase.TestActions&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;solve&amp;quot;) then {&lt;br /&gt;
		gosub DRWordle.startPuzzle&lt;br /&gt;
		goto DRWordle.Exit&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	put #echo %DRWordle._textColor._warning No valid input detected. Run &amp;quot;.DRWordle help&amp;quot; without the quotes&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
############################################# CLEANING FUNCTIONS #############################&lt;br /&gt;
&lt;br /&gt;
DRWordle.PostProcessing:&lt;br /&gt;
	#good, bad, positioning.  This is for optimization on removal.  if no change, don&#039;t check words against that condition. &lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeG 0&lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeB 0&lt;br /&gt;
	var DRWordle.PostProcessing.foundLetterChangeP 0&lt;br /&gt;
	############## BAD WORD MIX ###############&lt;br /&gt;
	# clean up bad letter mix.  	&lt;br /&gt;
	# Yes, I could (should?) make this a reusable function, but I&#039;m leaving it as is to help with readibility later&lt;br /&gt;
	# I may remove the eval / comparison later too and just put the post processing change flag in the clean word section, but&lt;br /&gt;
	# I&#039;m not realy a fan of turning local variables into globals&lt;br /&gt;
&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting bad word analysis &lt;br /&gt;
		eval DRWordle.PostProcessing.tmp count(&amp;quot;%DRWordle._badLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
		gosub DRWordle.CheckDirtyWord bad&lt;br /&gt;
		eval DRWordle.PostProcessing.tmp2 count(&amp;quot;%DRWordle._badLetters&amp;quot;,&amp;quot;|&amp;quot;)	&lt;br /&gt;
	&lt;br /&gt;
	#     Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (%DRWordle.PostProcessing.tmp &amp;lt;&amp;gt; %DRWordle.PostProcessing.tmp2) then var DRWordle.PostProcessing.foundLetterChangeB 1&lt;br /&gt;
&lt;br /&gt;
	############## GOOD WORD MIX ###############	&lt;br /&gt;
	# clean up good letter mix.  Any changes?	&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting good word analysis &lt;br /&gt;
		eval DRWordle.PostProcessing.tmp count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
		gosub DRWordle.CheckDirtyWord good&lt;br /&gt;
		eval DRWordle.PostProcessing.tmp2 count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
		#Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (%DRWordle.PostProcessing.tmp &amp;lt;&amp;gt; %DRWordle.PostProcessing.tmp2) then var DRWordle.PostProcessing.foundLetterChangeG 1&lt;br /&gt;
&lt;br /&gt;
	############## UPDATE CHAR POS ###############&lt;br /&gt;
	# Changes to known char positions? &lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting known char position manipulation&lt;br /&gt;
		&lt;br /&gt;
		var DRWordle.PostProcessing.tmp %DRWordle._knownPositions&lt;br /&gt;
		gosub DRWordle.CheckKnownPositions&lt;br /&gt;
		if (&amp;quot;%DRWordle._knownPositions&amp;quot; &amp;lt;&amp;gt; &amp;quot;DRWordle.PostProcessing.tmp&amp;quot;) then var DRWordle.PostProcessing.foundLetterChangeP 1&lt;br /&gt;
			&lt;br /&gt;
		#Any changes? If yes, remove words from word bank when pruning starts&lt;br /&gt;
		if (&amp;quot;%DRWordle._knownPositions&amp;quot; &amp;lt;&amp;gt; &amp;quot;DRWordle.PostProcessing.tmp&amp;quot;) then var DRWordle.PostProcessing.foundLetterChangeP 1&lt;br /&gt;
			&lt;br /&gt;
&lt;br /&gt;
	#	#If yes, remove words from word bank when pruning starts&lt;br /&gt;
		# update known char position log&lt;br /&gt;
&lt;br /&gt;
	############## WORD BANK PRUNING ###############&lt;br /&gt;
	#start pruning, iff changes&lt;br /&gt;
	DRWordle.PostProcessing.startPruning:&lt;br /&gt;
		gosub DRWordle.Echo %DRWordle._textColor._info ........starting known char position analysis&lt;br /&gt;
		if ((%DRWordle.PostProcessing.foundLetterChangeP = 1) OR (%DRWordle.PostProcessing.foundLetterChangeB = 1) OR (%DRWordle.PostProcessing.foundLetterChangeG = 1)) then {&lt;br /&gt;
			gosub DRWordle.PruneWordBank %DRWordle.PostProcessing.foundLetterChangeP %DRWordle.PostProcessing.foundLetterChangeB %DRWordle.PostProcessing.foundLetterChangeG&lt;br /&gt;
		}&lt;br /&gt;
	if (&amp;quot;%1&amp;quot; = &amp;quot;debug&amp;quot;) then goto RETURN&lt;br /&gt;
	DRWordle.automateGuess:&lt;br /&gt;
		pause %DRWordle._globalLongDelay&lt;br /&gt;
		var DRWordle.automateGuess.maxGuess %DRWordle._wordBankCount&lt;br /&gt;
		MATH DRWordle.automateGuess.maxGuess SUB 1&lt;br /&gt;
&lt;br /&gt;
		random 0 %DRWordle.automateGuess.maxGuess&lt;br /&gt;
&lt;br /&gt;
		#saving this as a variable for debugging, and it looks like random 0 0 returns -1&lt;br /&gt;
		if (&amp;quot;%r&amp;quot; = &amp;quot;-1&amp;quot;) then {&lt;br /&gt;
			var DRWordle.automateGuess.word %DRWordle._wordBank(0)&lt;br /&gt;
		} else var DRWordle.automateGuess.word %DRWordle._wordBank(%r)&lt;br /&gt;
&lt;br /&gt;
		if (&amp;quot;%DRWordle._recommendOnly&amp;quot; = &amp;quot;OFF&amp;quot;) then {&lt;br /&gt;
			if (&amp;quot;%DRWordle.automateGuess.word&amp;quot; = &amp;quot;&amp;quot;) then goto DRWordle.UNKONWN.WORD&lt;br /&gt;
			put whisp time lock %DRWordle.automateGuess.word&lt;br /&gt;
		} else {&lt;br /&gt;
			gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._warning WAITING ON USER INPUT - Whisper time lock &amp;lt;guess&amp;gt; &lt;br /&gt;
		}&lt;br /&gt;
	pause 6000&lt;br /&gt;
	goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
RETURN:&lt;br /&gt;
	return&lt;br /&gt;
&lt;br /&gt;
DRWordle.CheckDirtyWord:&lt;br /&gt;
	# $1 = Bad or Good&lt;br /&gt;
	var DRWordle.CleanDirtyWord.variableBucket $1&lt;br /&gt;
&lt;br /&gt;
	#start cleaning&lt;br /&gt;
	var DRWordle.CleanDirtyWord.index 0&lt;br /&gt;
	eval DRWordle.CleanDirtyWord.maxIndex count(&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
	DRWordle.CleanDirtyWord.loop:&lt;br /&gt;
		var DRWordle.CleanDirtyWord.loop.letter %DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty(%DRWordle.CleanDirtyWord.index)&lt;br /&gt;
		if !matchre(&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&amp;quot;,&amp;quot;%DRWordle.CleanDirtyWord.loop.letter&amp;quot;) then {&lt;br /&gt;
			if (&amp;quot;%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&amp;quot; = &amp;quot;&amp;quot;) then {&lt;br /&gt;
				var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters %DRWordle.CleanDirtyWord.loop.letter&lt;br /&gt;
			} else {&lt;br /&gt;
				var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters %DRWordle.CleanDirtyWord.loop.letter|%DRWordle._%DRWordle.CleanDirtyWord.variableBucketLetters&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
		MATH DRWordle.CleanDirtyWord.index ADD 1&lt;br /&gt;
		if (%DRWordle.CleanDirtyWord.index &amp;lt;= %DRWordle.CleanDirtyWord.maxIndex) then goto DRWordle.CleanDirtyWord.loop&lt;br /&gt;
&lt;br /&gt;
	var DRWordle._%DRWordle.CleanDirtyWord.variableBucketLettersDirty &lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.CheckKnownPositions:&lt;br /&gt;
	#ugly way to do this, but it&#039;s faster than a comparison. &lt;br /&gt;
	#may go back and fix it but it was frankly easier to do it this way with the actions since numbering matters. &lt;br /&gt;
	var DRWordle.CheckKnownPositions.index 2&lt;br /&gt;
&lt;br /&gt;
	# making sure there&#039;s no preceding space.  &lt;br /&gt;
	# A little neurotic and somewhat unreasonable, but better safe than sorry.&lt;br /&gt;
	if (&amp;quot;%DRWordle._knownPosition1&amp;quot; = &amp;quot;&amp;quot;) then var DRWordle._knownPositions _|&lt;br /&gt;
	else var DRWordle._knownPositions %DRWordle._knownPosition1|&lt;br /&gt;
&lt;br /&gt;
	## checks word against good letters, good positions ##&lt;br /&gt;
	DRWordle.CheckKnownPositions.Loop:&lt;br /&gt;
	if (&amp;quot;%DRWordle._knownPosition%DRWordle.CheckKnownPositions.index&amp;quot; = &amp;quot;&amp;quot;) then var DRWordle._knownPositions %DRWordle._knownPositions_|&lt;br /&gt;
		else var DRWordle._knownPositions %DRWordle._knownPositions%DRWordle._knownPosition%DRWordle.CheckKnownPositions.index|&lt;br /&gt;
	&lt;br /&gt;
		MATH DRWordle.CheckKnownPositions.index ADD 1&lt;br /&gt;
		if (%DRWordle.CheckKnownPositions.index &amp;lt;= 5) then goto DRWordle.CheckKnownPositions.Loop		&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.PruneWordBank:&lt;br /&gt;
	# $1 = positioning changed&lt;br /&gt;
	# $2 = bad letters changed&lt;br /&gt;
	# $3 = good letters changed &lt;br /&gt;
	# ordered so that the largest number of potential changes (on average) go first&lt;br /&gt;
	# 0 = no, 1 = yes for all&lt;br /&gt;
&lt;br /&gt;
	gosub DRWordle.Echo %DRWordle._textColor._warning --- Pruning Word Bank - this will take a few minutes, especially on the first Prune&lt;br /&gt;
	var DRWordle.PruneWordBank.startTime $gametime&lt;br /&gt;
#	put #echo red %DRWordle.PruneWordBank.startTime&lt;br /&gt;
	var DRWordle.PruneWordBank.startBankCount %DRWordle._wordBankCount&lt;br /&gt;
	pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
	var DRWordle.PruneWordBank.posCheck $1&lt;br /&gt;
	var DRWordle.PruneWordBank.badCheck $2&lt;br /&gt;
	var DRWordle.PruneWordBank.goodCheck $3&lt;br /&gt;
&lt;br /&gt;
	var DRWordle.PruneWordBank.counter 1&lt;br /&gt;
	var DRWordle.PruneWordBank.index 0&lt;br /&gt;
	var DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
	pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
	DRWordle.PruneWordBank.IterateWords:&lt;br /&gt;
		# THIS STUPID LINE OF CODE&lt;br /&gt;
		# THIS RIGHT HERE&lt;br /&gt;
		# MADE SENSE IN DEBUGGING - SUPER SLOW IN REAL LIFE!!!&lt;br /&gt;
		# Like arizona, it&#039;ll remain as a monument to man&#039;s arrogance&lt;br /&gt;
			#pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		#put #echo index: %DRWordle.PruneWordBank.index, wordbank: %DRWordle._wordBank&lt;br /&gt;
		eval DRWordle.PruneWordBank.IterateWords.word %DRWordle._wordBank(%DRWordle.PruneWordBank.index)	&lt;br /&gt;
		if ((&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot; = &amp;quot;&amp;quot;) or (%DRWordle._wordBankCount &amp;lt; 0)) then {&lt;br /&gt;
			goto DRWordle.UNKONWN.WORD&lt;br /&gt;
		}&lt;br /&gt;
		#put #echo green word: %DRWordle.PruneWordBank.IterateWords.word (%DRWordle.PruneWordBank.index)&lt;br /&gt;
&lt;br /&gt;
		#hack to stop infinite loop detection &lt;br /&gt;
		if (%DRWordle._infiniteLoopHack &amp;lt; %DRWordle.PruneWordBank.counter) then {&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._info --- Still processing&lt;br /&gt;
			pause %DRWordle._globalShortDelay&lt;br /&gt;
			var DRWordle.PruneWordBank.counter 1&lt;br /&gt;
		} else MATH DRWordle.PruneWordBank.counter ADD 1&lt;br /&gt;
&lt;br /&gt;
		#check positioning&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Pos: &lt;br /&gt;
				if (%DRWordle.PruneWordBank.posCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
				var DRWordle.PruneWordBank.IterateWords.Pos.index 0&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Pos.Loop:&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex %DRWordle.PruneWordBank.IterateWords.Pos.index&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex ADD 1&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar %DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&lt;br /&gt;
					var DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos %DRWordle._GoodLBadPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&lt;br /&gt;
&lt;br /&gt;
					# get the char to compare against&lt;br /&gt;
					eval DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar substr(%DRWordle.PruneWordBank.IterateWords.word,%DRWordle.PruneWordBank.IterateWords.Pos.index,1)&lt;br /&gt;
&lt;br /&gt;
					## good char not in this position? ##&lt;br /&gt;
					if (&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot; = &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) then {	&lt;br /&gt;
						#gosub DRWordle.Echo green ---- removing word: %DRWordle.PruneWordBank.IterateWords.word because of a good letter in the wrong position (%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot;=&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) (%DRWordle._GoodLBadPosition1%DRWordle._GoodLBadPosition2%DRWordle._GoodLBadPosition3%DRWordle._GoodLBadPosition4%DRWordle._GoodLBadPosition5)&lt;br /&gt;
						#pause 1.5&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					} else {&lt;br /&gt;
						#gosub DRWordle.Echo pink ---- NOT removing word: %DRWordle.PruneWordBank.IterateWords.word because of a good letter in the wrong position (%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot;!=&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodCharBadPos&amp;quot;) (%DRWordle._GoodLBadPosition1%DRWordle._GoodLBadPosition2%DRWordle._GoodLBadPosition3%DRWordle._GoodLBadPosition4%DRWordle._GoodLBadPosition5)&lt;br /&gt;
						#pause .5&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					## good char in this position? ##&lt;br /&gt;
					if ((&amp;quot;%DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&amp;quot; = &amp;quot;&amp;quot;) or (&amp;quot;%DRWordle._knownPosition%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex&amp;quot; = &amp;quot;_&amp;quot;)) then {&lt;br /&gt;
						goto DRWordle.PruneWordBank.IterateWords.Pos.Next&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
					if (&amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.wordChar&amp;quot; &amp;lt;&amp;gt; &amp;quot;%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar&amp;quot;) then {&lt;br /&gt;
						#put #echo red Removing word - (pos2) good char does not match (i:%DRWordle.PruneWordBank.IterateWords.Pos.adjustedIndex, char:%DRWordle.PruneWordBank.IterateWords.Pos.Loop.goodChar, word:%DRWordle.PruneWordBank.IterateWords.word)&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					}&lt;br /&gt;
				&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Pos.Next:&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Pos.index ADD 1&lt;br /&gt;
					if (%DRWordle.PruneWordBank.IterateWords.Pos.index &amp;gt;= 5) then {&lt;br /&gt;
						#put #echo blue Skipping out of pruneword %DRWordle.PruneWordBank.IterateWords.Pos.index&lt;br /&gt;
						goto DRWordle.PruneWordBank.IterateWords.Good&lt;br /&gt;
					}&lt;br /&gt;
					goto DRWordle.PruneWordBank.IterateWords.Pos.Loop&lt;br /&gt;
&lt;br /&gt;
		#check good letters, missing from word&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Good:&lt;br /&gt;
			#	put #echo --- Pruning wordbank of words with good letters&lt;br /&gt;
				if (%DRWordle.PruneWordBank.goodCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
&lt;br /&gt;
				var DRWordle.PruneWordBank.IterateWords.Good.index 0&lt;br /&gt;
				eval DRWordle.PruneWordBank.IterateWords.Good.max count(&amp;quot;%DRWordle._goodLetters&amp;quot;,&amp;quot;|&amp;quot;)&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Good.Loop:&lt;br /&gt;
					eval DRWordle.PruneWordBank.IterateWords.Good.letter %DRWordle._goodLetters(%DRWordle.PruneWordBank.IterateWords.Good.index)&lt;br /&gt;
					if (!matchre(&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot;,&amp;quot;%DRWordle.PruneWordBank.IterateWords.Good.letter&amp;quot;)) then {&lt;br /&gt;
					#	put #echo orange Removing word - (good) (word: %DRWordle.PruneWordBank.IterateWords.word, letters:%DRWordle._goodLetters (testing:%DRWordle.PruneWordBank.IterateWords.Good.letter ) )&lt;br /&gt;
						goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
									&lt;br /&gt;
				DRWordle.PruneWordBank.IterateWords.Good.Next:&lt;br /&gt;
					MATH DRWordle.PruneWordBank.IterateWords.Good.index ADD 1&lt;br /&gt;
					if (%DRWordle.PruneWordBank.IterateWords.Good.index &amp;lt;= %DRWordle.PruneWordBank.IterateWords.Good.max) then goto DRWordle.PruneWordBank.IterateWords.Good.Loop&lt;br /&gt;
					goto DRWordle.PruneWordBank.IterateWords.Bad&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		#check bad letters, included in word&lt;br /&gt;
			DRWordle.PruneWordBank.IterateWords.Bad:&lt;br /&gt;
			#	put #echo --- Pruning wordbank of words with bad letters (%DRWordle._badLetters)&lt;br /&gt;
				if (%DRWordle.PruneWordBank.badCheck = 0) then goto DRWordle.PruneWordBank.IterateWords.Keep&lt;br /&gt;
				if (matchre(&amp;quot;%DRWordle.PruneWordBank.IterateWords.word&amp;quot;,&amp;quot;%DRWordle._badLetters&amp;quot;)) then {&lt;br /&gt;
				#	put #echo orange Removing word - (bad) (word: %DRWordle.PruneWordBank.IterateWords.word, letters:%DRWordle._badLetters )&lt;br /&gt;
					goto DRWordle.PruneWordBank.Remove&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		DRWordle.PruneWordBank.IterateWords.Keep:&lt;br /&gt;
			var DRWordle.PruneWordBank.updatedWordBank %DRWordle.PruneWordBank.IterateWords.word|%DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
&lt;br /&gt;
		DRWordle.PruneWordBank.IterateWords.Next:&lt;br /&gt;
			MATH DRWordle.PruneWordBank.index ADD 1&lt;br /&gt;
			if (%DRWordle.PruneWordBank.index &amp;lt; %DRWordle._wordBankCount) then goto DRWordle.PruneWordBank.IterateWords&lt;br /&gt;
		goto DRWordle.PruneWordBank.Done&lt;br /&gt;
	&lt;br /&gt;
		DRWordle.PruneWordBank.Remove:&lt;br /&gt;
&lt;br /&gt;
			## rewriting to not remove, but append.  Hoping this cuts down on processing time. &lt;br /&gt;
	### keeping as legacy code&lt;br /&gt;
	### replaced the replacere with a simple var command to build lists&lt;br /&gt;
	#			#remove the word&lt;br /&gt;
	#				eval DRWordle._wordBank replacere(&amp;quot;%DRWordle._wordBank&amp;quot;, &amp;quot;%DRWordle.PruneWordBank.IterateWords.word\|&amp;quot;,&amp;quot;&amp;quot;)&lt;br /&gt;
	#			#adjust the count&lt;br /&gt;
	#			put #echo After .... %DRWordle._wordBank&lt;br /&gt;
	#			MATH DRWordle.PruneWordBank.index SUB 1&lt;br /&gt;
	#			MATH DRWordle._wordBankCount SUB 1&lt;br /&gt;
	#			if (%DRWordle._wordBankCount &amp;lt;= 0) then {&lt;br /&gt;
	#				goto DRWordle.UNKONWN.WORD&lt;br /&gt;
	#			}&lt;br /&gt;
			goto DRWordle.PruneWordBank.IterateWords.Next&lt;br /&gt;
			&lt;br /&gt;
		DRWordle.PruneWordBank.Done:&lt;br /&gt;
			#pausing to let variables catch up, like gametime&lt;br /&gt;
			pause %DRWordle._globalShortDelay&lt;br /&gt;
&lt;br /&gt;
			# Cleaning up some variables, move to a function due to duplictive code (TODO) &lt;br /&gt;
			var DRWordle._GoodLBadPosition1 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition2 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition3 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition4 .&lt;br /&gt;
			var DRWordle._GoodLBadPosition5 .&lt;br /&gt;
&lt;br /&gt;
			# Stats and other info&lt;br /&gt;
			var DRWordle.PruneWordBank.endTime $gametime	&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endTime SUB %DRWordle.PruneWordBank.startTime&lt;br /&gt;
&lt;br /&gt;
			var DRWordle._wordBank %DRWordle.PruneWordBank.updatedWordBank&lt;br /&gt;
			gosub DRWordle.UpdateWordBankCount&lt;br /&gt;
&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endBankCount SET %DRWordle.PruneWordBank.startBankCount&lt;br /&gt;
			MATH DRWordle.PruneWordBank.endBankCount SUB %DRWordle._wordBankCount&lt;br /&gt;
			gosub DRWordle.Echo %DRWordle._textColor._info Prune complete.  Finished in %DRWordle.PruneWordBank.endTimes and removed %DRWordle.PruneWordBank.endBankCount words, %DRWordle._wordBankCount remaining&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
############################################# UTILITY FUNCTIONS #############################&lt;br /&gt;
&lt;br /&gt;
DRWordle.Echo:&lt;br /&gt;
	put #echo $0&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.NO.PASSES:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- ERROR ------ &lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Out of Passes&lt;br /&gt;
	put #echo %DRWordle._textColor._warning -------------------&lt;br /&gt;
	goto DRWordle.Emergency.Exit&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.UNKONWN.WORD:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- ERROR ------ &lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Word not in list&lt;br /&gt;
	put #echo %DRWordle._textColor._warning - or bad wordbank&lt;br /&gt;
	put #echo %DRWordle._textColor._warning - Dumping state&lt;br /&gt;
	put #echo %DRWordle._textColor._warning -------------------&lt;br /&gt;
	put #echo &amp;gt;ScriptLog red RPA FAIL&lt;br /&gt;
	gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
DRWordle.COMPLETE:&lt;br /&gt;
	put #echo &amp;gt;ScriptLog green RPA success&lt;br /&gt;
goto DRWordle.Check.Repeat.Run&lt;br /&gt;
&lt;br /&gt;
DRWordle.Check.Repeat.Run:&lt;br /&gt;
	if (%DRWordle.useAllSlips = 1) then {&lt;br /&gt;
		put .drwordle %0&lt;br /&gt;
		exit&lt;br /&gt;
	}&lt;br /&gt;
goto DRWordle.Emergency.Exit&lt;br /&gt;
&lt;br /&gt;
DRWordle.Emergency.Exit:&lt;br /&gt;
	put #echo %DRWordle._textColor._warning ----- Hard Exiting ------ &lt;br /&gt;
	goto DRWordle.Exit&lt;br /&gt;
&lt;br /&gt;
################################################################################################################### TBI ####&lt;br /&gt;
#call with just a letter, feed in bad letters&lt;br /&gt;
&lt;br /&gt;
#### TEST CASES - IGNORE ####&lt;br /&gt;
DRWordle.TestCase.TestActions:&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info STARTING FIRST LINE&lt;br /&gt;
#gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
gosub DRWordle.Echo red 0====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
&lt;br /&gt;
pause 1&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
gosub DRWordle.Echo red 1====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 2====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 3====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 3====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | +I+ | *O* | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  | ___ | ___ | ___ | ___ | ___ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
gosub DRWordle.Echo red 4====================================================&lt;br /&gt;
gosub DRWordle.Echo %DRWordle._textColor._info | +B+ | +R+ | +I+ | +A+ | +R+ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  |  1  |  2  |  3  |  4  |  5  |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
put #parse  | _A_ | *E* | *I* | +O+ | *U* |&lt;br /&gt;
put #parse  | *F* | +R+ | +I+ | *L* | _A_ |&lt;br /&gt;
put #parse  | _A_ | *T* | +I+ | *N* | _A_ |&lt;br /&gt;
put #parse  | *C* | +R+ | +I+ | *M* | _A_ |&lt;br /&gt;
put #parse  | *G* | +R+ | +I+ | +A+ | *L* |&lt;br /&gt;
put #parse  | +B+ | +R+ | +I+ | +A+ | +R+ |&lt;br /&gt;
put #parse  +-----+-----+-----+-----+-----+&lt;br /&gt;
pause %DRWordle._globalLongDelay&lt;br /&gt;
gosub DRWordle.PostProcessing&lt;br /&gt;
gosub DRWordle.TestCase.PrintStates&lt;br /&gt;
&lt;br /&gt;
waitfor NEXTCASE&lt;br /&gt;
&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
DRWordle.TestCase.PrintStates:&lt;br /&gt;
	put #echo %DRWordle._textColor._info word bank count: %DRWordle._wordBankCount&lt;br /&gt;
	put #echo %DRWordle._textColor._info bad Letters: %DRWordle._badLetters&lt;br /&gt;
	put #echo %DRWordle._textColor._info dirty (bad) Letters: %DRWordle._badLettersDirty &lt;br /&gt;
	put #echo %DRWordle._textColor._info good Letters: %DRWordle._goodLetters &lt;br /&gt;
	put #echo %DRWordle._textColor._info dirty (good) Letters: %DRWordle._goodLettersDirty &lt;br /&gt;
#        put #echo %DRWordle._textColor._info remaining letters: %DRWordle._remainingLetters&lt;br /&gt;
#        put #echo %DRWordle._textColor._info remaining letters: NYI&lt;br /&gt;
	put #echo %DRWordle._textColor._info known positions: %DRWordle._knownPositions&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 1: %DRWordle._knownPosition1&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 2: %DRWordle._knownPosition2&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 3: %DRWordle._knownPosition3&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 4: %DRWordle._knownPosition4&lt;br /&gt;
	put #echo %DRWordle._textColor._info known position 5: %DRWordle._knownPosition5&lt;br /&gt;
	put #echo %DRWordle._textColor._info Remaining Words: %DRWordle._wordBank&lt;br /&gt;
	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607130</id>
		<title>Item:Large ice-veined leather and flamewood surveyor&#039;s case</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607130"/>
		<updated>2022-12-01T16:39:34Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=Embellished with carved fireballs, the polished bands of gold and red wood form a sturdy frame for the reinforced panels of icy blue leather and its matching shoulder strap.&lt;br /&gt;
The barest hint of a blue-white shimmer appears across the surface of the leather. [[Ice veined leather:https://elanthipedia.play.net/Ice-veined_leather]]&lt;br /&gt;
|MTag=ice-veined leather, flamewood&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=Yes&lt;br /&gt;
|pcrystal=No&lt;br /&gt;
|atmos=No&lt;br /&gt;
|istone=No&lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|weight=60&lt;br /&gt;
|appcost=125,000&lt;br /&gt;
|rarity=incidental&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=5&lt;br /&gt;
|hsize=2&lt;br /&gt;
|ilsize=15&lt;br /&gt;
|iwsize=10&lt;br /&gt;
|ihsize=5&lt;br /&gt;
|csize=1000&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607129</id>
		<title>Item:Large ice-veined leather and flamewood surveyor&#039;s case</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607129"/>
		<updated>2022-12-01T16:38:46Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=Embellished with carved fireballs, the polished bands of gold and red wood form a sturdy frame for the reinforced panels of icy blue leather and its matching shoulder strap.&lt;br /&gt;
The barest hint of a blue-white shimmer appears across the surface of the leather. [Ice veined leather[Media:https://elanthipedia.play.net/Ice-veined_leather]]&lt;br /&gt;
|MTag=ice-veined leather, flamewood&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=Yes &lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|type=atmo&lt;br /&gt;
|weight=60&lt;br /&gt;
|appcost=125,000&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=5&lt;br /&gt;
|hsize=2&lt;br /&gt;
|ilsize=15&lt;br /&gt;
|iwsize=10&lt;br /&gt;
|ihsize=5&lt;br /&gt;
|csize=1000&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|rarity=incidental&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607128</id>
		<title>Item:Large ice-veined leather and flamewood surveyor&#039;s case</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Large_ice-veined_leather_and_flamewood_surveyor%27s_case&amp;diff=607128"/>
		<updated>2022-12-01T16:37:51Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=Embellished with carved fireballs, the polished bands of gold and red wood form a sturdy frame for the reinforced panels of icy blue leather and its matching shoulder strap.&lt;br /&gt;
The barest hint of a blue-white shimmer appears across the surface of the leather.&lt;br /&gt;
|MTag=ice-veined leather, flamewood&lt;br /&gt;
|ptype=container&lt;br /&gt;
|verby=Yes https://elanthipedia.play.net/Ice-veined_leather&lt;br /&gt;
|wearloc=shoulder&lt;br /&gt;
|type=atmo&lt;br /&gt;
|weight=60&lt;br /&gt;
|appcost=125,000&lt;br /&gt;
|lsize=8&lt;br /&gt;
|wsize=5&lt;br /&gt;
|hsize=2&lt;br /&gt;
|ilsize=15&lt;br /&gt;
|iwsize=10&lt;br /&gt;
|ihsize=5&lt;br /&gt;
|csize=1000&lt;br /&gt;
|enchanted=No&lt;br /&gt;
|rarity=incidental&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Glythtide%27s_Gift&amp;diff=606531</id>
		<title>Glythtide&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Glythtide%27s_Gift&amp;diff=606531"/>
		<updated>2022-11-26T19:12:29Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=gg&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy Magic&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Glythtide&#039;s Gift spell provides refreshment for the parched, a bit of liquid courage to the cowardly, a drop of sunshine to warm chilly bones, a most efficacious draught to wet the whistles of Bards and Barbarians, chieftains and cutpurses, lords and layabouts, Gnomes and Gor&#039;Togs.&lt;br /&gt;
|buffs=Wisdom (stat)&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Creates a drink.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You raise your hand in an imaginary toast to Glythtide.&amp;lt;br /&amp;gt;&lt;br /&gt;
As the spell dabs at the spirit realm, your mind falters into a fuzzy hallucination, everything plunging into darkness.  Your eyes slowly adjust, and you find yourself in a damp cavern.  Hundreds of eyes stare at you after a moment you can see that they belong to an immense number of frogs.  They start croaking and ribbiting at once, then one shiny white frog hops up to you.  When you pick it up, all the ribbeting goes silent and you feel wiser than before.&lt;br /&gt;
&lt;br /&gt;
Variation: &lt;br /&gt;
As the spell dabs at the spirit realm, your mind falters into a fuzzy hallucination.  You feel a haze slip over you, like you have just been drinking too much wine.  A flock of flying books surrounds you, circling your head so that they are just out of your reach.  One of them flutters up to you and bops you on the nose!  Reeling from the impact, you see it settle itself in your lap like a housecat, opening itself to page 314.  You stare into the book, feeling wiser than before.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|Cast}} DRINK to accept Glythtide&#039;s Gift of liquid courage.&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
* {{sloot|i|Applejack brandy}}&lt;br /&gt;
* {{sloot|i|Black grog}}&lt;br /&gt;
* {{sloot|i|Black Road whiskey}}&lt;br /&gt;
* {{sloot|i|Black Tarr ale}}&lt;br /&gt;
* {{sloot|i|Blackberry stout}}&lt;br /&gt;
* {{sloot|i|Cinnamon-peach mead}}&lt;br /&gt;
* {{sloot|i|Cutthroat lager}}&lt;br /&gt;
* {{sloot|i|Dark rum}}&lt;br /&gt;
* {{sloot|i|Darkstone whiskey}}&lt;br /&gt;
* {{sloot|i|Flaming glogg}}&lt;br /&gt;
* {{sloot|i|glowing Elothean windhaze}}&lt;br /&gt;
* {{sloot|i|Glythtide&#039;s favor}}&lt;br /&gt;
* {{sloot|i|Golden ale}}&lt;br /&gt;
* {{sloot|i|Gor&#039;Tog bloodgrog}}&lt;br /&gt;
* {{sloot|i|Granny&#039;s #3 whiskey}}&lt;br /&gt;
* {{sloot|i|Grek&#039;s ale}}&lt;br /&gt;
* {{sloot|i|Hangman&#039;s Noose}}&lt;br /&gt;
* {{sloot|i|Helmsman&#039;s Ruin}}&lt;br /&gt;
* {{sloot|i|Ishra&#039;s Pale}}&lt;br /&gt;
* {{sloot|i|Mule Spit Ale}}&lt;br /&gt;
* {{sloot|i|Pale ale}}&lt;br /&gt;
* {{sloot|i|Reshalia stout}}&lt;br /&gt;
* {{sloot|i|Sand Spit Rum}}&lt;br /&gt;
* {{sloot|i|Shorka&#039;s Venom (1)|Shorka&#039;s venom}}&lt;br /&gt;
* {{sloot|i|Spiced rum}}&lt;br /&gt;
* {{sloot|i|Starry Road Sherry}}&lt;br /&gt;
* {{sloot|i|Taffelberry rum punch}}&lt;br /&gt;
* {{sloot|i|warm Elothean rice wine}}&lt;br /&gt;
* {{sloot|i|Zombie&#039;s Revenge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Arthe_Dale&amp;diff=582096</id>
		<title>Arthe Dale</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Arthe_Dale&amp;diff=582096"/>
		<updated>2022-01-26T17:43:08Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place&lt;br /&gt;
|image=Image:ArtheDale.jpg&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|currency=Kronar&lt;br /&gt;
|pop=25,000&lt;br /&gt;
|est=79 A.V.&lt;br /&gt;
|domr=Halfling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
[[Image:ArtheDaleIcon.jpg|left]]&#039;&#039;&#039;Arthe Dale&#039;&#039;&#039; is a [[Halfling]] village on the [[Northern Trade Route]] north of [[The Crossing]].  Arthe Dale is best known for its popular hang-out at the pastoral Greensward and Swimming Hole. Arthe Dale was founded in the Year 79 After Victory by [[Daffleberry Tanglefoot]], who&#039;s ancestors still live in a house at the north end of town.  His story can be read in [[Book:HNptADT| Arthe Dale Tale]].  [[Glythtide]] is the patron god of the town.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play.net Description&#039;&#039;&#039;: The quaint village of Arthe Dale is a refuge for Halflings just north of the Crossing, where the air is sweet with the scent of taffelberries and the sound of laughter.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
People or things that are from, or made in, &#039;&#039;&#039;Arthe Dale&#039;&#039;&#039; are &#039;&#039;Dalesian&#039;&#039;.  An example would be {{ilink|i|Dalesian white wine (1)|Dalesian white wine}}.&lt;br /&gt;
&lt;br /&gt;
==Government, history, and background==&lt;br /&gt;
&lt;br /&gt;
===Government type===&lt;br /&gt;
Village policy decisions are discussed over tarts and enacted after an informal show of hands.&lt;br /&gt;
&lt;br /&gt;
===Prominent people===&lt;br /&gt;
*The [[Tanglefoot]] Family&lt;br /&gt;
**[[Daffleberry Tanglefoot]]&lt;br /&gt;
**[[Wooly Tanglefoot]], descendent of Arthe Dale founder [[Daffleberry Tanglefoot]].&lt;br /&gt;
**[[Rufus Tanglefoot]], owner of [[Odds &#039;n Ends]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
==Locations about town==&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
*Dock for Private Ships at [[Arthe Bay]]&lt;br /&gt;
*Home of [[Tanglefoot]] family&lt;br /&gt;
*Shrine to [[Glythtide]]&lt;br /&gt;
*[[Arthe Hollow Inn]] and its [[Arthe Hollow Inn Books|library]]&lt;br /&gt;
*The [[Tipsy Seahorse]] ship owned by [[Bungles Bunglefoot]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unique shops and services===&lt;br /&gt;
Trader Commodity Pit and Outpost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| {{#ask:[[page type is::store]][[found in::Arthe Dale]]|format=ul|limit=20|searchlabel=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bars, inns, and taverns===&lt;br /&gt;
[[Arthe Hollow Inn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prominent hangouts===&lt;br /&gt;
* Greensward and Swimming Hole&lt;br /&gt;
* Down the path from the [[Arthe Dale Refreshment Stand‎]]&lt;br /&gt;
:* Along that path, you can also pick the following free foods:&lt;br /&gt;
::* {{sloot|i|cluster of modwyn berries}}&lt;br /&gt;
::* {{sloot|i|cluster of ripe taffelberries}}&lt;br /&gt;
&lt;br /&gt;
==Important activities==&lt;br /&gt;
&lt;br /&gt;
===Arthe Dale Concert Series===&lt;br /&gt;
[[The Arthe Dale Concert Series]] has been hosted at the [[Arthe Hollow Inn]] almost every month since December 2000.  The series is run by [[Bard]] of great renown, [[Daerlynn]].  The series celebrated its 100th concert and 5th real-life year of production on December 2, 2005. In the summer of 2007, the series went on hiatus.&lt;br /&gt;
 &lt;br /&gt;
On October 22, 2021, [[The Arthe Dale Concert Series]] returned, being presented by [[The Arthe Repertory Team (TART)]], a performing group formed by [[Daerlynn]] and based in Arthe Dale.&lt;br /&gt;
&lt;br /&gt;
===Favors===&lt;br /&gt;
The nearest favors can be obtained by traditional [[Favor Orb]]s in the [[RanikMap3|Siergelde Ruins]] out the West Gate of The Crossing.  They can be redeemed in [[RanikMap2|The Crossing Temple]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Task givers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task Giver !! Location !! Task Types&lt;br /&gt;
|-&lt;br /&gt;
|None Currently || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quests===&lt;br /&gt;
*Ranger [[Beseech Elanthia to Petrify]] Quest&lt;br /&gt;
*[[Bardic Whistling]], taught by a lad outside Arthe Dale&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
*[[Pale Grey Death Squirrel]]&lt;br /&gt;
*[[:Category:Crossing_Creatures|Creatures in and around The Crossing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
*[http://www.play.net/images/dr/geography/zoluren_region.jpg Graphical Layout Of Zoluren]&lt;br /&gt;
*[[RanikMap7b|Ranik&#039;s Arthe Dale Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
*[[Scripts#Survival_Skills|Climb Crossing Walls]]&lt;br /&gt;
*[[Scripts|Click here]] for other possible scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional sources==&lt;br /&gt;
*[[Arthe Dale Tale (book)]]&lt;br /&gt;
&lt;br /&gt;
{{cat|Cities, Zoluren cities}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Seat_of_Unification&amp;diff=571823</id>
		<title>Seat of Unification</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Seat_of_Unification&amp;diff=571823"/>
		<updated>2021-11-07T17:54:18Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* Red Fan Traders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This building on the [[Andreshlew]] Dock Walk supports 5 restricted-access arches, 1 each for each of the [[:Category:Merelew factions|Merelew Factions]] that can be aligned with during the [[Hollow Eve Festival]].  A base of 900 reputation points per faction is needed to enter the corresponding arch.  A minimum amount of reputation may also be needed to enter the building.&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&lt;br /&gt;
==Lobby==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Seat of Unification, Lobby&lt;br /&gt;
|desc=A hub of activity, this hexagonal room features each faction equally represented along a wall.  Merelew come and go, briefly stopping to talk with one another before passing through.  Like all transitory spaces, it is marked primarily by clean floors and passably comfortable furniture that appears largely unused.  Festive kelp linen banners hang from the ceiling, which is set with a swirling pattern of blue-hued stones.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a coral arch, a metallic arch, a living arch, an elaborate arch, a simple arch and a columned exit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Faction!!Merelew NPC!!Title!!Arch Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Depth Shapers]] || Form Shaper [[Vestaet]] || [[Title:Initiate Shaper|Initiate Shaper]] || coral arch&lt;br /&gt;
|-&lt;br /&gt;
| [[Inverted Crucible]] || Transmuter [[Zaenen]] || [[Title:Tidal Mixer|Tidal Mixer]] || metallic arch&lt;br /&gt;
|-&lt;br /&gt;
| [[Trickling Sun]] || Preserver of Balance [[Kixfa]] || [[Title:Depth Preserver|Depth Preserver]] || living arch&lt;br /&gt;
|-&lt;br /&gt;
| [[Red Fan Traders]] || Opportunity Broker [[Petret]] || [[Title:Tidal Broker|Tidal Broker]] || elaborate arch&lt;br /&gt;
|-&lt;br /&gt;
| [[Supplicants of the Tide]] || Aluna&#039;s Protector [[Iaxet]] || [[Title:Tidal Adherent|Tidal Adherent]] || simple arch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trickling Sun==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Lounge, Trickling Sun&lt;br /&gt;
|desc=Every surface is covered in life, ocean and air breathing represented in equal part.  Thick vines cover the walls, tall cylindrical tanks hold schooling fish and stretching kelp, and open basins feature mussel covered rocks regularly misted with brine rising around open pools full of anemone, coral, crab and darting octopus.  Several Merelew tend to the room, softly chiding uncooperative flora and fauna and praising new growth.  A large stone platform at the center of the room displays a small piece of tomiek sealed in thick lead glass, and on the far wall, a large oval door is secured with thick kelp fiber ropes.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a living arch.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* {{com|look}} {{tt|tomiek}}: &lt;br /&gt;
: No bigger than an egg, the small chunk of tomiek gives off an unsettling purple glow.  Resting next to a small plaque, the piece is housed under a heavy lead glass dome.&lt;br /&gt;
: A piece of tomiek reads:&lt;br /&gt;
:: &#039;&#039;&amp;quot;May we never forget the damage done, nor the duty to restore balance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{com|look}} {{tt|door}}: Covered in carved images of waving kelp and leaping dolphin, the door is secured with thick kelp fiber ropes.&lt;br /&gt;
: * &#039;&#039;&#039;The door is currently closed off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Depth Shapers==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Lounge, Depth Shapers&lt;br /&gt;
|desc=Half completed sculptures and murals are arranged around the room, as Merelew dressed in functional work robes mill about.  While the most common medium is flowing shell and coral, stone, tapestry, and the occasional glint of gem or metal are also incorporated into the designs.  Some of the Merelew are busy working on projects, others passionately debating technique or expression.  Visible is a wide range of artistic representation, from the abstract and symbolic to exquisite detail and lifelike forms.  Scattered throughout the room are various imported artworks from the mainland, meticulously cared for and prominently displayed.  Etched into the far wall is an oval line.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a coral arch.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* {{com|look}} {{tt|line}}: &lt;br /&gt;
: On closer examination, the line does not appear carved, but rather, naturally formed, as one continuous and smooth depression into the stone wall.  It is clearly a door, though it appears sealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inverted Crucible==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Lounge, Inverted Crucible&lt;br /&gt;
|desc=The air reeks of chemicals, sour acids and bitter bases, the stench of sulfur and the yeasty tang of fermenting kelp.  The sound of hammering and roaring fires can be heard echoing deeper into the building.  A number of plain tables and benches line the walls, stockpiles of materials carefully sorted along shelves.  One wall is clean slate, interrupted by regularly mounted cups holding dense chalk in various colors.  The slate is covered in incomplete diagrams, sketched ideas, and mathematical or chemical formulae.  On the far wall, a large oval door is secured with thick bands of shimmering steel.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a metallic arch.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* {{com|look}} {{tt|door}}: &lt;br /&gt;
: Mounted on thick hinges, the door is secured by thick bands of shimmery steel, the specially treated metal curiously catching and reflecting the light.&lt;br /&gt;
&lt;br /&gt;
==Red Fan Traders==&lt;br /&gt;
&#039;&#039;Lounge, Red Fan Traders]&lt;br /&gt;
Numerous rich seasilk banners are hung from the ceiling, each dyed a shimmering purple and stitched with a sprawling, brilliant ruby red fan coral.  Arranged for privacy and comfortable conversation, tastefully subdued furniture in numerous cultural styles is spaced around the room, and several Merelew attendants ensure guests are supplied with drink or food of their choosing.  Gorgeous nacre-coated oil lamps burn with a clean smokeless light, warmly illuminating the space.  On the eastern and western walls are large murals, showcasing elegant oceanic and dryland vistas in stunning detail.  On the far wall there is a large oval door trimmed in kiralan and secured with thick kertig bands.&lt;br /&gt;
You also see an elaborate arch.&lt;br /&gt;
Obvious exits: none.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mural&lt;br /&gt;
Framed in a thin pearl border, the eastern mural showcases lush kelp forests and rolling underwater mountain ranges, dotted with detailed schooling fish and striking sharks.  Exquisite streaks of flashy colors blur within a school of squid and jellyfish which rise above coral gardens.  One end of the mural fades into an inky black abyssal crevice, the fathomless void meant to convey the enormity of the ocean&#039;s depths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look other mural&lt;br /&gt;
Framed in a thin matte black border, the western mural showcases expansive forests and mountain ranges, detailed horses racing along the steppe, and eagles soaring in the cloud speckled skies.  The emptiness of the image stirs a sentiment of loneliness, though the scene is simultaneously evocative of adventure and risk.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
Expertly carved and etched in abstract patterns, the door is trimmed in kiralan and secured with thick kertig bands.&lt;br /&gt;
&lt;br /&gt;
==Supplicants of the Tide==&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Lounge, Supplicants of the Tide&lt;br /&gt;
|desc=An expansive limestone dome arcs high overhead, removed sections in a trifold symmetrical pattern forming a large skylight.  The acoustics of the room are incredible -- there is no echo, but all sound is amplified.  Flawlessly polished sapphire and quartz prisms hang from fine seasilk lines, gently swaying in errant breezes and casting dancing rainbows and spears of light along every surface.  At the center of the room sits a softly smiling statue of Aluna, arms outstretched and webbed hands splayed wide.  Numerous Merelew in simple robes gaze upward or at the figure in reflection, attending to the questions of guests in muted conversation.  On the far wall there is a plain oval door secured with a thick basalt beam.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see a simple arch.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
* {{com|look}} {{tt|statue}}: &lt;br /&gt;
: Carved in exquisite detail, the marble statue depicts a scaled Merelew woman with flowing kelp for hair, smiling softly.  Baring her teeth in challenge, her arms and webbed hands are outstretched, as if in welcome or ready for violence.  The statue appears fantastically lifelike, and seems to drink the drink, always illuminated by sun, moon, or stars.&lt;br /&gt;
&lt;br /&gt;
* {{com|look}} {{tt|door}}: &lt;br /&gt;
: Carved in a simple and unadorned fashion, the wooden door is secured with a thick basalt beam.&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Andesite&amp;diff=568482</id>
		<title>Andesite</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Andesite&amp;diff=568482"/>
		<updated>2021-10-05T18:18:35Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=blue, grey&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=70&lt;br /&gt;
|durability=30&lt;br /&gt;
|workability=50&lt;br /&gt;
|capacity=50&lt;br /&gt;
|density=7&lt;br /&gt;
|value=58&lt;br /&gt;
|nsource=igneous rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Pumice&amp;diff=568481</id>
		<title>Pumice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Pumice&amp;diff=568481"/>
		<updated>2021-10-05T18:06:50Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=white, grey, black&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=55&lt;br /&gt;
|durability=15&lt;br /&gt;
|workability=20&lt;br /&gt;
|capacity=50&lt;br /&gt;
|density=2.5&lt;br /&gt;
|value=48&lt;br /&gt;
|nsource=igneous rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sandstone&amp;diff=568471</id>
		<title>Sandstone</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sandstone&amp;diff=568471"/>
		<updated>2021-10-05T17:52:31Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=brown, white&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=40&lt;br /&gt;
|durability=20&lt;br /&gt;
|workability=70&lt;br /&gt;
|capacity=50&lt;br /&gt;
|density=5.75&lt;br /&gt;
|value=35&lt;br /&gt;
|nsource=sedimentary rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Serpentine&amp;diff=568465</id>
		<title>Serpentine</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Serpentine&amp;diff=568465"/>
		<updated>2021-10-05T17:41:50Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=green&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=50&lt;br /&gt;
|durability=40&lt;br /&gt;
|workability=35&lt;br /&gt;
|capacity=50&lt;br /&gt;
|density=6.25&lt;br /&gt;
|value=40&lt;br /&gt;
|nsource=sedimentary rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alabaster&amp;diff=568457</id>
		<title>Alabaster</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alabaster&amp;diff=568457"/>
		<updated>2021-10-05T17:11:19Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=white&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=25&lt;br /&gt;
|durability=20&lt;br /&gt;
|workability=90&lt;br /&gt;
|capacity=15&lt;br /&gt;
|density=6.25&lt;br /&gt;
|value=28&lt;br /&gt;
|nsource=metamorphic rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Schist&amp;diff=568454</id>
		<title>Schist</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Schist&amp;diff=568454"/>
		<updated>2021-10-05T17:00:24Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|type=stone&lt;br /&gt;
|rarity=common&lt;br /&gt;
|CTag=grey&lt;br /&gt;
|special=none&lt;br /&gt;
|noalt=No&lt;br /&gt;
|crafting=Yes&lt;br /&gt;
|alchemy=No&lt;br /&gt;
|hardness=50&lt;br /&gt;
|durability=40&lt;br /&gt;
|workability=50&lt;br /&gt;
|capacity=50&lt;br /&gt;
|density=7&lt;br /&gt;
|value=45&lt;br /&gt;
|nsource=metamorphic rocks&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=567320</id>
		<title>Baby Got Yak</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=567320"/>
		<updated>2021-09-08T18:21:36Z</updated>

		<summary type="html">&lt;p&gt;LISAE: Player Owned Shop Baby Got Yak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Shop Owner==&lt;br /&gt;
&lt;br /&gt;
[[Dokorum]] runs the shop &#039;&#039;Baby Got Yak&#039;&#039; in the [[Riverhaven Trader Shops [https://elanthipedia.play.net/Player_owned_shop#Riverhaven.27s_Knight.27s_Hall]]].&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
From Riverhaven town square, go north, go plaza, north, north, north, go arch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hours ==&lt;br /&gt;
&lt;br /&gt;
5pm to 10pm Eastern Time&lt;br /&gt;
(2pm to 7pm Pacific Time)&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=567319</id>
		<title>Baby Got Yak</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Baby_Got_Yak&amp;diff=567319"/>
		<updated>2021-09-08T18:20:23Z</updated>

		<summary type="html">&lt;p&gt;LISAE: Created page with &amp;quot; ==Shop Owner==  [Dokorum] runs the shop &amp;#039;&amp;#039;Baby Got Yak&amp;#039;&amp;#039; in the [Riverhaven Trader Shops [https://elanthipedia.play.net/Player_owned_shop#Riverhaven.27s_Knight.27s_Hall]]....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Shop Owner==&lt;br /&gt;
&lt;br /&gt;
[Dokorum] runs the shop &#039;&#039;Baby Got Yak&#039;&#039; in the [Riverhaven Trader Shops [https://elanthipedia.play.net/Player_owned_shop#Riverhaven.27s_Knight.27s_Hall]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
From Riverhaven town square, go north, go plaza, north, north, north, go arch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hours ==&lt;br /&gt;
&lt;br /&gt;
5pm to 10pm Eastern Time&lt;br /&gt;
(2pm to 7pm Pacific Time)&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=567318</id>
		<title>Dokorum</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=567318"/>
		<updated>2021-09-08T18:18:43Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
 &lt;br /&gt;
You see Master of Knots Dokorum, Trustee of Elanthia, a Gnome Trader.&lt;br /&gt;
Dokorum has a round face, sullenly glowing yellow eyes and a small nose.  He has thinning white hair, with weathered skin and a portly build.&lt;br /&gt;
He has a single sparkling golden diamond painted around his left eye.&lt;br /&gt;
He appears to be an adult.&lt;br /&gt;
He has a thick bushy mustache that droops heavily on his upper lip and a long shaggy beard.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He is wearing a carved ironwood ring shaped like a coiled dragon, a soft gem pouch, a quilted goldweave doublet lined with purple silk, a mocha brown linen ascot fastened with a gold pin, some knee-high black leather boots with thick cuffs, a gold and citrine ring, and a pair of faded black cotton pants buttoned at the waist.&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
 &lt;br /&gt;
Dokorum runs the shop [[Baby Got Yak]] in the Riverhaven Trader Shops [[https://elanthipedia.play.net/Player_owned_shop#Riverhaven.27s_Knight.27s_Hall]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
From town square, go north, go plaza, north, north, north, go arch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hours ==&lt;br /&gt;
&lt;br /&gt;
5pm to 10pm Eastern Time&lt;br /&gt;
(2pm to 7pm Pacific Time)&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=567317</id>
		<title>Dokorum</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Dokorum&amp;diff=567317"/>
		<updated>2021-09-08T18:17:49Z</updated>

		<summary type="html">&lt;p&gt;LISAE: Created page with &amp;quot; == Description ==   You see Master of Knots Dokorum, Trustee of Elanthia, a Gnome Trader. Dokorum has a round face, sullenly glowing yellow eyes and a small nose.  He has thi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
 &lt;br /&gt;
You see Master of Knots Dokorum, Trustee of Elanthia, a Gnome Trader.&lt;br /&gt;
Dokorum has a round face, sullenly glowing yellow eyes and a small nose.  He has thinning white hair, with weathered skin and a portly build.&lt;br /&gt;
He has a single sparkling golden diamond painted around his left eye.&lt;br /&gt;
He appears to be an adult.&lt;br /&gt;
He has a thick bushy mustache that droops heavily on his upper lip and a long shaggy beard.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
&lt;br /&gt;
He is wearing a carved ironwood ring shaped like a coiled dragon, a soft gem pouch, a quilted goldweave doublet lined with purple silk, a mocha brown linen ascot fastened with a gold pin, some knee-high black leather boots with thick cuffs, a gold and citrine ring, and a pair of faded black cotton pants buttoned at the waist.&lt;br /&gt;
&lt;br /&gt;
== Shop ==&lt;br /&gt;
 &lt;br /&gt;
Dokorum runs the shop [[Baby Got Yak]] in the Riverhaven Trader Shops [[https://elanthipedia.play.net/Player_owned_shop#Riverhaven.27s_Knight.27s_Hall]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Directions ==&lt;br /&gt;
&lt;br /&gt;
From town square, go north, go plaza, north, north, north, go arch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hours ==&lt;br /&gt;
&lt;br /&gt;
5pm to 10pm Eastern Time&lt;br /&gt;
(2pm to 7pm Pacific Time)&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rock_troll_(2)&amp;diff=564750</id>
		<title>Rock troll (2)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rock_troll_(2)&amp;diff=564750"/>
		<updated>2021-08-04T03:03:16Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Rock Troll&lt;br /&gt;
|Image File=rocktroll.jpg&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|City=Shard&lt;br /&gt;
|MapList=*{{rmap|68 | South of Shard (68)}}&lt;br /&gt;
|simulevel=18&lt;br /&gt;
|levelvariancedown=1&lt;br /&gt;
|levelvarianceup=2&lt;br /&gt;
|naturallevel=18&lt;br /&gt;
|weaponlevel=18&lt;br /&gt;
|defenselevel=18&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=80&lt;br /&gt;
|MaxCap=115&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|BodyType2=humanoid&lt;br /&gt;
|BodySize=large&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a grey troll skin&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some troll bones&lt;br /&gt;
|RequiredRanks=30&lt;br /&gt;
|MaxVal=31 Kronars&lt;br /&gt;
|MaxArrangedVal=98 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Rock Troll}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The troll towers menacingly over you, its small, beady black eyes glittering with a dim, cruel intelligence and set into a face that is pock-marked and surmounted by an incredibly long and wart-covered nose.  Its skin is a grey slate color, and the nails on its hideous hands are broken and yellowed.  Beneath them, you notice bits of flesh and dirt, and the stench of rotting flesh and decay is thick about the brutal creature.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
These are sometimes referred to as Super Rock Trolls.  They only spawn along the Shoreline.&lt;br /&gt;
&lt;br /&gt;
DR 3.1 (February 2015):&lt;br /&gt;
&lt;br /&gt;
Can comfortably engage 4, taking only occasional, minor hits, with 90-100 in defenses. Can hit easily with ~90 in melee weapons. Training TM and Debilitation reasonably well at ~100. Weapons soft-capped at 100. Debilitation and TM soft-capped at 110. - Warrior Mage, 27 Agi, 22 Reflex.&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Rock trolls can cast [[casts spell::Tremor]].&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
*It is wearing some {{cloot|a|chain greaves}}, a {{cloot|a|full leather helm}}, a {{cloot|a|leather cuirbouilli coat}}.&lt;br /&gt;
*It is carrying a {{cloot|w|sharp pine sapling}}, a {{cloot|s|medium shield}}.&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
In doing a TEST EVAL, it appears there is at least a 4 level fluctuation on these creatures, from 17-20:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-------------------------&lt;br /&gt;
A rock troll:&lt;br /&gt;
&lt;br /&gt;
FOR NATURAL ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 20&lt;br /&gt;
&lt;br /&gt;
FOR WEAPON ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 20&lt;br /&gt;
&lt;br /&gt;
FOR DEFENSE:&lt;br /&gt;
   Estimated Creature Level = 20&lt;br /&gt;
&lt;br /&gt;
 Overall estimated creature level = 20&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
A rock troll:&lt;br /&gt;
&lt;br /&gt;
FOR NATURAL ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 19&lt;br /&gt;
&lt;br /&gt;
FOR WEAPON ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 19&lt;br /&gt;
&lt;br /&gt;
FOR DEFENSE:&lt;br /&gt;
   Estimated Creature Level = 19&lt;br /&gt;
&lt;br /&gt;
 Overall estimated creature level = 19&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
A rock troll:&lt;br /&gt;
&lt;br /&gt;
FOR NATURAL ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 17&lt;br /&gt;
&lt;br /&gt;
FOR WEAPON ATTACKS:&lt;br /&gt;
   Estimated Creature Level = 17&lt;br /&gt;
&lt;br /&gt;
FOR DEFENSE:&lt;br /&gt;
   Estimated Creature Level = 17&lt;br /&gt;
&lt;br /&gt;
 Overall estimated creature level = 17&lt;br /&gt;
-------------------------&lt;br /&gt;
Notes:&lt;br /&gt;
  3 evaluated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
There are 2 different difficulties of Rock Troll.&lt;br /&gt;
*[[Rock Troll (1)]]&lt;br /&gt;
{{Cat|Troll}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564748</id>
		<title>Title:Master of Knots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564748"/>
		<updated>2021-08-04T02:38:14Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Racial&lt;br /&gt;
|subcat=Gnome,intelligence, reflex&lt;br /&gt;
|diff=30&lt;br /&gt;
|new=yes&lt;br /&gt;
}}{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30}}&lt;br /&gt;
{{TitleReq|reflex|30}}&lt;br /&gt;
{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30}}&lt;br /&gt;
{{TitleReq|reflex|30}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564746</id>
		<title>Title:Master of Knots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564746"/>
		<updated>2021-08-04T02:35:50Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Racial&lt;br /&gt;
|subcat=Gnome,intelligence, reflex&lt;br /&gt;
|diff=30&lt;br /&gt;
|new=yes&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30|&lt;br /&gt;
|{{TitleReq|reflex|30|&lt;br /&gt;
|n=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564745</id>
		<title>Title:Master of Knots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564745"/>
		<updated>2021-08-04T02:35:31Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Racial&lt;br /&gt;
|subcat=Gnome,intelligence, reflex&lt;br /&gt;
|diff=30&lt;br /&gt;
|new=yes&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30|&lt;br /&gt;
{{{TitleReq|reflex|30|&lt;br /&gt;
|n=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564744</id>
		<title>Title:Master of Knots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564744"/>
		<updated>2021-08-04T02:35:12Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Racial&lt;br /&gt;
|subcat=Gnome,intelligence, reflex&lt;br /&gt;
|diff=30&lt;br /&gt;
|new=yes&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30|&lt;br /&gt;
{TitleReq|reflex|30|&lt;br /&gt;
|n=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564743</id>
		<title>Title:Master of Knots</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Title:Master_of_Knots&amp;diff=564743"/>
		<updated>2021-08-04T02:34:51Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title&lt;br /&gt;
|category=Racial&lt;br /&gt;
|subcat=Gnome,intelligence, reflex&lt;br /&gt;
|diff=30&lt;br /&gt;
|new=yes&lt;br /&gt;
}}&lt;br /&gt;
{{TitleReq|Race|Gnome}}&lt;br /&gt;
{{TitleReq|intelligence|30|&lt;br /&gt;
{{TitleReq|reflex|30|&lt;br /&gt;
|n=Yes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Remove_command&amp;diff=502540</id>
		<title>Remove command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Remove_command&amp;diff=502540"/>
		<updated>2019-05-10T04:33:12Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;{{tt|remove}} [[page type is::command]]&#039;&#039;&#039; is primarily used to take off a worn object.&lt;br /&gt;
&lt;br /&gt;
In addition, it is used to remove an anatomy chart from a compendium. New syntax is &amp;quot;Remove Compendium&amp;quot; to remove a chart.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{tt|remove}} &#039;&#039;&amp;lt;object&amp;gt;&#039;&#039;&lt;br /&gt;
* {{tt|remove}} [mustache | beard]&lt;br /&gt;
: You carefully shave your face&lt;br /&gt;
: &#039;&#039;(Must be holding a razor in your hand)&#039;&#039;&lt;br /&gt;
::&#039;&#039;see also: {{com|TRIM}}&#039;&#039;&lt;br /&gt;
==Associated Commands==&lt;br /&gt;
*{{com|WEAR}}&lt;br /&gt;
{{cat|Commands}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343138</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343138"/>
		<updated>2009-10-05T09:42:42Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=a &amp;lt;material&amp;gt; &amp;lt;animal&amp;gt; totem&lt;br /&gt;
|look=Varies based on totem.&lt;br /&gt;
|noun=totem&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|source=gained from praying at the [[Holy Festival 392]]&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;&amp;quot;. Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || 0 || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, you may CLEAN MY TOTEM. This will consume your offering and give you a message indicating your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Neutral Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Kertigen]] || {{stat|Discipline}} or {{stat|Strength}} or Agility&lt;br /&gt;
|-&lt;br /&gt;
| [[Hodierna]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Hav&#039;roth]] ||{{stat|Reflex}} or {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eluned]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Glythtide]] || {{stat|Agility}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Everild]] || {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Truffenyi]] || {{stat|Stamina}} or {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Meraud]] || {{stat|Strength}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamsine]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Faenella]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chadatru]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Damaris]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Urrem&#039;tier]] || Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Light Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Divyaush]] || {{stat|Discipline}} or {{stat|agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Berengaria]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Firulf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Phelim]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuniyo]] || {{stat|Charisma}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemicus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Alamhif]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Peri&#039;el]] || {{stat|Reflex}} or {{stat|Charisma}} or {{stat|Intelligence}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Saemaus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Albreda]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Murrula]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutilor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eylhaar]] || ??&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Dark Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Idon]] || {{stat|Charisma}} or {{stat|Agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dergati]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Zachriedek]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Asketi]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kerenhappuch]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Trothfang]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Huldah]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Ushnish]] || {{stat|Reflex}} or {{stat|Wisdom}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Drogor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Be&#039;ort]] || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Harawep]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Botolf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldauth]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=30% align=center class=wikitable&lt;br /&gt;
! Other Gods || Stat Bonused&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenemlor]] || {{stat|Reflex}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eu]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Demrris]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Mrod]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Enelne]] || {{stat|Strength}} or {{stat|agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coshivi]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* {{PostLink}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343137</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343137"/>
		<updated>2009-10-05T09:35:18Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=a &amp;lt;material&amp;gt; &amp;lt;animal&amp;gt; totem&lt;br /&gt;
|look=Varies based on totem.&lt;br /&gt;
|noun=totem&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|source=gained from praying at the [[Holy Festival 392]]&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;&amp;quot;. Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || 0 || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, you may CLEAN MY TOTEM. This will consume your offering and give you a message indicating your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Neutral Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Kertigen]] || {{stat|Discipline}} or {{stat|Strength}} or Agility&lt;br /&gt;
|-&lt;br /&gt;
| [[Hodierna]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Hav&#039;roth]] ||{{stat|Reflex}} or {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eluned]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Glythtide]] || {{stat|Agility}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Everild]] || {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Truffenyi]] || {{stat|Stamina}} or {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Meraud]] || {{stat|Strength}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamsine]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Faenella]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chadatru]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Damaris]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Urrem&#039;tier]] || Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Light Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Divyaush]] || {{stat|Discipline}} or {{stat|agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Berengaria]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Firulf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Phelim]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuniyo]] || {{stat|Charisma}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemicus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Alamhif]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Peri&#039;el]] || {{stat|Reflex}} or {{stat|Charisma}} or {{stat|Intelligence}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Saemaus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Albreda]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Murrula]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutilor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eylhaar]] || ??&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Dark Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Idon]] || {{stat|Charisma}} or {{stat|Agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dergati]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Zachriedek]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Asketi]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kerenhappuch]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Trothfang]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Huldah]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Ushnish]] || {{stat|Reflex}} or {{stat|Wisdom}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Drogor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Be&#039;ort]] || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Harawep]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Botolf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldauth]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=30% align=center class=wikitable&lt;br /&gt;
! Other Gods || Stat Bonused&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenemlor]] || {{stat|Reflex}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eu]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Demrris]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Mrod]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Enelne]] || {{stat|Strength}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Coshivi]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* {{PostLink}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343136</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343136"/>
		<updated>2009-10-05T09:28:02Z</updated>

		<summary type="html">&lt;p&gt;LISAE: /* God List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=a &amp;lt;material&amp;gt; &amp;lt;animal&amp;gt; totem&lt;br /&gt;
|look=Varies based on totem.&lt;br /&gt;
|noun=totem&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|source=gained from praying at the [[Holy Festival 392]]&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;&amp;quot;. Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || 0 || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, you may CLEAN MY TOTEM. This will consume your offering and give you a message indicating your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Neutral Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Kertigen]] || {{stat|Discipline}} or {{stat|Strength}} or Agility&lt;br /&gt;
|-&lt;br /&gt;
| [[Hodierna]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Hav&#039;roth]] ||{{stat|Reflex}} or {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eluned]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Glythtide]] || {{stat|Agility}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Everild]] || {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Truffenyi]] || {{stat|Stamina}} or {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Meraud]] || {{stat|Strength}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamsine]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Faenella]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chadatru]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Damaris]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Urrem&#039;tier]] || Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Light Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Divyaush]] || {{stat|Discipline}} or {{stat|agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Berengaria]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Firulf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Phelim]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuniyo]] || {{stat|Charisma}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemicus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Alamhif]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Peri&#039;el]] || {{stat|Reflex}} or {{stat|Charisma}} or {{stat|Intelligence}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Saemaus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Albreda]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Murrula]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutilor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eylhaar]] || ??&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Dark Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Idon]] || {{stat|Charisma}} or {{stat|Agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dergati]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Zachriedek]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Asketi]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kerenhappuch]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Trothfang]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Huldah]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Ushnish]] || {{stat|Reflex}} or {{stat|Wisdom}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Drogor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Be&#039;ort]] || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Harawep]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Botolf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldauth]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=30% align=center class=wikitable&lt;br /&gt;
! Other Gods || Stat Bonused&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenemlor]] || {{stat|Reflex}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eu]] || {{stat|Strength}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Demrris]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Mrod]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Enelne]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Coshivi]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* {{PostLink}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343135</id>
		<title>Item:God totem</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:God_totem&amp;diff=343135"/>
		<updated>2009-10-05T09:20:10Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=a &amp;lt;material&amp;gt; &amp;lt;animal&amp;gt; totem&lt;br /&gt;
|look=Varies based on totem.&lt;br /&gt;
|noun=totem&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|source=gained from praying at the [[Holy Festival 392]]&lt;br /&gt;
}}&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
===Unlocking===&lt;br /&gt;
{{com|raise}}: To increase the totem fragment count, RAISE it while holding a {{ilink|i|glowing iron fragment}} in your other hand. The fragment will be returned to the sky. This increases your totem&#039;s &amp;quot;fragment count&amp;quot; by 1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The totem will evolve after returning 4, 10, 18, 28, and 40 fragments. Each time the totem evolves, it will become more elaborate, and a new bonus will be unlocked. At between 45-55 fragments, the totem will &amp;quot;&#039;&#039;throb and pulse in your hand with latent power yearning to be spent&#039;&#039;&amp;quot;. Additional fragments are needed when one wants to use the bonus RPA ability of the totem.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
These verbs can be used, as soon as they are unlocked by sending the corresponding amount of glowing iron fragment to the sky. Invoking one of your totem&#039;s bonuses will consume some of the totem&#039;s charges. See Recharging below.&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Bonuses&#039;&#039;&#039;&lt;br /&gt;
! width=10%|Bonus&lt;br /&gt;
! width=15%|Unlocked At&lt;br /&gt;
! width=10%|Verb&lt;br /&gt;
! width=10%|Charges Used&lt;br /&gt;
! width=55%|Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Light&lt;br /&gt;
| 4 fragments || [[push_command|&amp;lt;tt&amp;gt;PUSH&amp;lt;/tt&amp;gt;]] || 1 || Totem serves as light source.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bless&lt;br /&gt;
| 10 fragments || [[wave_command|&amp;lt;tt&amp;gt;WAVE&amp;lt;/tt&amp;gt;]] || 2 || Adds 10-30 [[bless|blessed]] strikes to held weapon; also works on another person&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Stat Boost&lt;br /&gt;
| 18 fragments || [[point_command|&amp;lt;tt&amp;gt;POINT&amp;lt;/tt&amp;gt;]] || 3 || Boosts one of three stats by 6-10 points. The stat chosen depends on which totem you chose; also works on another person. See [[#God List]] for details.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Skill Boost&lt;br /&gt;
| 28 fragments || [[shake_command|&amp;lt;tt&amp;gt;SHAKE&amp;lt;/tt&amp;gt;]] || 5 || Boosts some of the wielder&#039;s skills. The nature of the boost depends on the whether your totem&#039;s deity is a primary (neutral), positive, or negative aspect. Positive aspects boost defensive abilities; negative aspects boost offensive abilities; primary aspects provide a more balanced bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Favor&lt;br /&gt;
| 40 fragments || [[kiss_command|&amp;lt;tt&amp;gt;KISS&amp;lt;/tt&amp;gt;]] || 10 || Bestows a [[favor]] upon the wielder, so long as the wielder has fewer than 15 favors.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!RPA&lt;br /&gt;
| 40+ fragment Bonus || [[raise_command|&amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt;]] || 0 || Is used in conjunction with a glowing iron fragment. Has a 20% chance of bestowing a Level 1 [[RPA]]. When you feel the totem &amp;quot;throb with unused power&amp;quot; &amp;lt;tt&amp;gt;RAISE&amp;lt;/tt&amp;gt; the totem to activate the RPA. If you wait you will have to add more fragments.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recharging===&lt;br /&gt;
Charges (used to invoke a bonus) can only be restored by cleaning a dirty totem. Only dirty totems can be cleaned, and the totem will become dirty after 1 week in real time. The result is that the totem can be recharged at the rate of 10 charges per week.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to clean your totem, you must have an offering that matches what you would use for your god under the alternate favor system. See [[Immortals]] for a partial list of acceptable offerings. With your totem in your right hand and your offering in your left hand, you may CLEAN MY TOTEM. This will consume your offering and give you a message indicating your totem is now clean.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;As you wave your snail shell over the totem, the shell dissolves into tiny particles that drift downward slowly, covering the totem. After a few moments they vanish, absorbed into the totem and leaving it looking much brighter and cleaner than before.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may clean your totem anywhere. You do not have to be at an altar of your immortal to do it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Using fragments on a capped totem will not recharge it. Doing so merely results in a chance of receiving the RPA bonus described above.&lt;br /&gt;
&lt;br /&gt;
==Example of Transformation==&lt;br /&gt;
===0 fragments===&lt;br /&gt;
Tap: &#039;&#039;a weatherbeaten lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===4 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You see nothng unusual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===10 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===18 fragments===&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom. A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===28 fragments===&lt;br /&gt;
Evolution: &#039;&#039;The lion&#039;s tail flicks through the air with a barely perceptible movement.  Gradually, you become aware that small sharp crystal chips are growing from the surface of the totem, decorating it in a zig-zag pattern.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40 fragments===&lt;br /&gt;
&#039;&#039;&#039;Evolution:&#039;&#039;&#039; A golden glow surrounds the lion totem, growing in brightness until the totem is merely a sihouette.  Through the glare you notice the lion stretch langorously before freezing into a lifeless totem once more.&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===RPA bonus===&lt;br /&gt;
Evolution: &#039;&#039;You feel the lion totem throb and pulse in your hand with latent power yearning to be spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tap: &#039;&#039;a gracefully carved flamewood lion totem&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Look: &#039;&#039;You notice a soft glowing aura about the lion totem.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;The lion&#039;s eyes are a pair of faceted forest-green emeralds, shining brightly with hidden wisdom.  A set of razorlike quartz teeth protrude from its jaw, seemingly ready to bite off any offending fingers that wander too close.  The tail is covered with sharp crystal chips in a zig-zag pattern that seems to shift subtly with every movement.  The lion appears to be in the middle of a particularly good stretch.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==God List==&lt;br /&gt;
{| width=100%&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Neutral Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Kertigen]] || {{stat|Discipline}} or {{stat|Strength}} or Agility&lt;br /&gt;
|-&lt;br /&gt;
| [[Hodierna]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Hav&#039;roth]] ||{{stat|Reflex}} or {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Eluned]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Glythtide]] || {{stat|Agility}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Everild]] || {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Truffenyi]] || {{stat|Stamina}} or {{stat|Strength}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Meraud]] || {{stat|Strength}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tamsine]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Faenella]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chadatru]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Damaris]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Urrem&#039;tier]] || Reflex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Light Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Divyaush]] || {{stat|Discipline}} or {{stat|agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Berengaria]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Firulf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Phelim]] || {{stat|Intelligence}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuniyo]] || {{stat|Charisma}} or {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lemicus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Alamhif]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Peri&#039;el]] || {{stat|Reflex}} or {{stat|Charisma}} or {{stat|Intelligence}} &lt;br /&gt;
|-&lt;br /&gt;
| [[Saemaus]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Albreda]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Murrula]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutilor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eylhaar]] || ??&lt;br /&gt;
|}&lt;br /&gt;
| width=33% |&lt;br /&gt;
{| align=center class=wikitable&lt;br /&gt;
! Dark Gods || Random Stat Bonus Possibilites&lt;br /&gt;
|-&lt;br /&gt;
| [[Idon]] || {{stat|Charisma}} or {{stat|Agility}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dergati]] || {{stat|Reflex}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Zachriedek]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Asketi]] || {{stat|Stamina}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kerenhappuch]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Trothfang]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Huldah]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Ushnish]] || {{stat|Reflex}} or {{stat|Wisdom}} or {{stat|Charisma}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Drogor]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Be&#039;ort]] || {{stat|Intelligence}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Harawep]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Botolf]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Aldauth]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=30% align=center class=wikitable&lt;br /&gt;
! Other Gods || Stat Bonused&lt;br /&gt;
|-&lt;br /&gt;
| [[Tenemlor]] || {{stat|Reflex}} or ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Eu]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Demrris]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Mrod]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Enelne]] || ??&lt;br /&gt;
|-&lt;br /&gt;
| [[Coshivi]] || ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
* {{PostLink}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User_talk:CALLEK&amp;diff=25058</id>
		<title>User talk:CALLEK</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User_talk:CALLEK&amp;diff=25058"/>
		<updated>2009-02-28T09:39:06Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User Talk Top}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
&lt;br /&gt;
If you are going to be going back to all the pages I make to change them, perhaps you should do the initial pages in the first place.  Every title I&#039;ve done (all Barbarians, Bards, Empaths, Cleric, Paladin) are done the same way. --[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 07:10, 2 April 2007 (CDT)&lt;br /&gt;
:Hmm well I see some were mistakes, but others were simple changes to match the trader titles you did.  IE Adding &amp;quot;the&amp;quot; in front of Highest Armor/Weapon or changing the skill links from [[Teaching skill|Teaching]] to &amp;quot;the [[Teaching skill]]&amp;quot;.  Just a note saying that if that&#039;s what you&#039;ll be changing, ALL of the titles I&#039;ve done do not have &amp;quot;the&amp;quot; as I matched them off the official title lists.  Personally, I&#039;d rather have it say &amp;quot;so and so in [[Teaching skill|Teaching]]&amp;quot; as opposed to &amp;quot;the [[Teaching skill]]&amp;quot;.  The article (the) really isn&#039;t necessary.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 08:53, 2 April 2007 (CDT)&lt;br /&gt;
::I was mainly doing it for consistency, and doing it as &amp;lt;nowiki&amp;gt;[[Teaching skill|Teaching]]&amp;lt;/nowiki&amp;gt; is more work than &amp;lt;nowiki&amp;gt;{{skill|Teaching}}&amp;lt;/nowiki&amp;gt; imo.  And if we have it written as &amp;quot;Teaching Skill&amp;quot; the article really should be there. I was not planning on simply going through all yours, was just working my way down the Guild list instead of starting anywhere arbitrary, as I don&#039;t want to have to backtrack. (and of course, this way, I can help catch any typo&#039;s/mistakes early)--[[User:Callek|Callek]] 11:06, 2 April 2007 (CDT)&lt;br /&gt;
:::Fair enough.  I concede, again.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 13:30, 2 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Wheller&#039;s maps ==&lt;br /&gt;
&lt;br /&gt;
How about making a page for Wheller&#039;s maps and listing the link at the top along with the other mappers?  This will allow others to at least FIND the maps without actually SEARCHing for them.&lt;br /&gt;
&lt;br /&gt;
That or give folks an option, wheller&#039;s maps, ranik&#039;s maps, whoever&#039;s maps.  If a user can&#039;t see the maps, there&#039;s no reason for me to even make them, hours in photoshop cleaning up the whites...&lt;br /&gt;
::That&#039;s fine by me, as long as it&#039;s a link to a separate page, not a listing on the Ranik&#039;s page.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 08:24, 20 April 2007 (CDT)&lt;br /&gt;
::My only concern with listing them as the &amp;quot;same weight&amp;quot; as Ranik&#039;s is that there are only two &amp;quot;Whellers Maps&amp;quot; so far.  But that sounds fine by me, a &amp;quot;Wheller&#039;s Maps&amp;quot; and a &amp;quot;Ranik&#039;s Maps&amp;quot;, both linked from &amp;quot;Maps&amp;quot; --[[User:Callek|Callek]] 08:53, 20 April 2007 (CDT)&lt;br /&gt;
::Hmm, well Maps currently redirects to Ranik Maps.  I vote we can put the link at the top in the Mappers/Other Mappers section, similar to the addition of Kythryn&#039;s link.  Many viewers still use the direct link to Ranik&#039;s Maps since that&#039;s what the wiki started out as strictly hosting.  Not a listing of Wheller&#039;s like he originally put, but a link to a separate page for his mana maps within the wiki.--[[User:Naeya|Naeya]] ([[User talk:Naeya|talk]]) 09:12, 20 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
I moved the pages like you were thinking (I think), hoping I got it right, just getting the hang of this stuff.  I didn&#039;t even think about that stuff when I started putting pages in for item descriptions. [[User:Mudge|Grace]] 12:27, 21 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Blankings ==&lt;br /&gt;
&lt;br /&gt;
Oops. Ok I&#039;ll try and remember that and not be so noobtastic.  [[User:Mudge|Grace]] 10:15, 22 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Gnome - Help ==&lt;br /&gt;
&lt;br /&gt;
Yeah it&#039;s just not intuitive for me.  There&#039;s a disconnect between what&#039;s being displayed on the page and the link.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;For example, on the page for Annael, the category displays as &#039;Empath&#039;, but the hyperlink points to &#039;Category: Empath&#039;.  I&#039;m very confused on what to type.  Is it &amp;quot;[[:Empath]]&amp;quot;, &amp;quot;:[[Empath]]&amp;quot;, &amp;quot;Category:[[Empath]]&amp;quot;, &amp;quot;[[Category: Empath]]&amp;quot;?  none of these are returning the proper desired results.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
--[[User:Gnome|Gnome]] 19:28, 23 April 2007 (CDT)?&lt;br /&gt;
&lt;br /&gt;
== Horses ==&lt;br /&gt;
&lt;br /&gt;
You can indeed hunt horses in the wild, bug-free. Rizitel does it habitually, if only to annoy the people who (anachronistically) whine about how it&#039;s disgusting to hunt them. Please un-delete my horse article, because I don&#039;t know how to do that. Please don&#039;t delete articles unless you know for sure what you&#039;re talking about.&lt;br /&gt;
--[[User:Kadru|Kadru]]&lt;br /&gt;
&lt;br /&gt;
=== Natasyah ===&lt;br /&gt;
&lt;br /&gt;
Left comments per your request. Thanks! --[[User:Ahnoui|Ahnoui]] 21:41, 3 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Map 126 ==&lt;br /&gt;
&lt;br /&gt;
You&#039;re welcome and thanks for the feed back!  That&#039;s not a nice place to find out you don&#039;t know where you&#039;re going!  Do you mean the &amp;quot;go wall&amp;quot; label?--[[User:Lyathe|Lyathe]] 01:06, 5 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Chelia ==&lt;br /&gt;
&lt;br /&gt;
I had noticed that several links to the article were changed to Chelia Redthorne an article and figured I may as well redirect it to the more complete article name. It&#039;s not a big deal if you want me to go ahead and move it back to Chelia and leave Chelia Redthorne as a redirect. Incidentally, where is the Manual of Style? [[User:Reene|Reene]] 22:55, 6 December 2007 (CST)&lt;br /&gt;
:[[Elanthipedia:Manual_of_Style]] - Though as you can see, as of this posting it is blank.  It&#039;s on my &amp;quot;to-do&amp;quot; list.--[[User:Naeya|Naeya]] &amp;lt;sup&amp;gt;([[User talk:Naeya|talk]])&amp;lt;/sup&amp;gt; 23:38, 6 December 2007 (CST)&lt;br /&gt;
::I can go ahead and do the move then... no big deal (probably easier if a sysop does it, as we can preserve history that way easily) Was just making sure there wasn&#039;t some other reason I was unaware of --[[User:Callek|Callek]] 00:12, 7 December 2007 (CST)&lt;br /&gt;
:::...and I spoke too soon.  Thanks for fixing it ahead of me Reene! --[[User:Callek|Callek]] 00:14, 7 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== garfield ==&lt;br /&gt;
&lt;br /&gt;
yo I actually was asked to put Garfield on that user page but you&#039;re the boss big man [[User:Guaranzo|Guaranzo]] 22:43, 21 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
I was totally ok with this - I thought it was funny and approved it. --[[User:Ahnoui|Ahnoui]] 00:11, 26 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
== Templates and Standardization ==&lt;br /&gt;
&lt;br /&gt;
It occurred to me that standardization seems to be a big issue all accoss subjects. Take a look at [[Style Guide|this]] and see what you think. --[[User:Caraamon|Caraamon Strugr-Makdasi]] 13:59, 19 April 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
==ItemProperties Template==&lt;br /&gt;
What were you trying to do? Maybe I can help. -[[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 18:53, 3 November 2008 (UTC)&lt;br /&gt;
:I was trying to make the appraised value show the mini dialog of other currencies, you seemed to fix that for me ;-) --[[User:Callek|Callek]] 13:20, 5 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
==TitleReq==&lt;br /&gt;
I had to make a bugfix to your alterations to [[Template:Title]]. #ask won&#039;t do a string search so your search for the page name would have always returned 0. Take a look at what I did and make sure that it still does what you mean it to, just in case. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 05:21, 12 January 2009 (UTC)&lt;br /&gt;
: I don&#039;t see how &amp;lt;nowiki&amp;gt; {{#ask: [[{{FULLPAGENAME}}]] ...&amp;lt;/nowiki&amp;gt; I used that because it expands to either: &#039;&#039;Title:Foo&#039;&#039; or &#039;&#039;Bar&#039;&#039; depending on where its located, and we need the FULL name for it to match based on PAGE itself, which does work.  Having to search based on prettyname will &#039;&#039;&#039;fail&#039;&#039;&#039; efforts here when things such as (trader) are appended to the page itself. Where the title appears multiple places, in multiple categories. --[[User:Callek|Callek]] 18:30, 12 January 2009 (UTC)&lt;br /&gt;
:: &#039;&#039;&#039;See Also&#039;&#039;&#039;: http://semantic-mediawiki.org/wiki/Help:Inline_queries#The_.23show_parser_function --[[User:Callek|Callek]] 18:31, 12 January 2009 (UTC)&lt;br /&gt;
:::Interesting. As of last night when I posted, when I tried to use #ask to search for page names, it came up with nothing no matter what name I used. This morning, it&#039;s working.... I&#039;m confused, but I reverted it to your original code and it seems to be working. Dunno. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 20:38, 12 January 2009 (UTC)&lt;br /&gt;
::::Your change still does &amp;lt;nowiki&amp;gt;{{{titlename|{{PAGENAME}}}}}}&amp;lt;/nowiki&amp;gt; which is basically the same thing... only fails more, (will fail on &#039;&#039;&#039;Title:Bar&#039;&#039;&#039; and in cases where &#039;&#039;&#039;Hauler (Trader title)&#039;&#039;&#039; -- because it assumes pretty name if specified, and ignores namespace) the &amp;lt;nowiki&amp;gt;[[{{FULLPAGENAME}}]]&amp;lt;/nowiki&amp;gt; is the only syntax I can think of that should work reliably. --[[User:Callek|Callek]] 20:43, 12 January 2009 (UTC)&lt;br /&gt;
:::::Yep, you&#039;re right. I rushed through without thinking about it. Fixed... I think.-Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 20:50, 12 January 2009 (UTC)&lt;br /&gt;
==Incomplete Handling==&lt;br /&gt;
You&#039;re idea for incomplete handling that you set up on the [[Template:Title]] page is a great idea. It hadn&#039;t even occurred to me to use semantic searches to trigger that. Well, I&#039;m going to rewrite them all to trigger the incomplete dialog if the page has a [[Property:missing]] tag active. Kudos! -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 21:21, 12 January 2009 (UTC)&lt;br /&gt;
: Yea, it will work quite well! --[[User:Callek|Callek]] 23:04, 12 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trader Titles ==&lt;br /&gt;
Callek, can you take a look at the Trader titles page for me? I updated some yesterday and it took awhile for them to show up, is that normal? And when they did they are now out of order (alphabetically). Also, some list the Trading req before the Appraisal one, and others vice versa, despite them all being in the same order on the title page themselves. Just wanted to let you know that stuff before I fill in a lot more. [[User:Azhag|Azhag]] 21:31, 12 January 2009 (UTC)&lt;br /&gt;
: Without looking too heavily, first I think it takes a bit for the Semantic stuff to update (via template inclusion-fu). so click &amp;quot;refresh&amp;quot; on top right of both the Title page you are adding/handling, and then on the Trader Titles page itself. As far as ordering we order by &#039;&#039;diff&#039;&#039;iculty of the title not alphabetically, (though I think we can probably setup the table to easily allow ordering based on that, but I&#039;m not about to do it at this moment). Ordering of the req&#039;s is bound to be fairly &amp;quot;random&amp;quot; on the list, due to SQL driving the TitleReq stuff in semantic mediawiki, I do not (yet) know of a way to easily sort those results, or &amp;quot;how&amp;quot; we should... perhaps myself or Caraamon can figure out a way to do that (well), I&#039;m not expecting miracles there though. --[[User:Callek|Callek]] 23:04, 12 January 2009 (UTC)&lt;br /&gt;
::I just won&#039;t bother assigning difficulties until a better system is agreed upon then. [[User:Azhag|Azhag]] 04:11, 13 January 2009 (UTC)&lt;br /&gt;
:::I should note, that if you load [[:Category:Trader Titles]] it will be alphabetical!&lt;br /&gt;
::::Trader titles are more or less done, all documented ones and undocumented until at least 70th are included with requirements where known, but like I said to you the other day a bunch from the official site are wrong so I guess they can just get updated as they&#039;re found. Can you refresh any pages that need it, and on the Trader titles page perhaps increase the TitleAsk element from 50 to large enough to show them all? [[User:Azhag|Azhag]] 02:23, 15 January 2009 (UTC)&lt;br /&gt;
::One thing I noticed, while adding title information, is that yes, even hitting refresh in the category section won&#039;t fill in the information - however, if you go into edit on that page, show preview, you&#039;ll see all the title information populated.  Save, and it updates.  However, for title category sections that have more than are displayed (it has the show more at the bottom of the section), those seem to update for the most part on their own. - [[User:Uthrecht|Uthrecht]] 17:40, 13 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==BAH!==&lt;br /&gt;
I hate templates. grumble grumble grumble grumble. (no, this didn&#039;t have a point)-Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 07:34, 14 January 2009 (UTC)&lt;br /&gt;
: Replied on my page again -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 19:36, 17 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Gem Pouch Article==&lt;br /&gt;
I&#039;ve edited [[Selling Gem Pouches|it]], added a couple additional notes, and made a post on the [[Talk:Selling_Gem_Pouches|discussion page]] that you might want to peek at.&amp;lt;br/ &amp;gt;&lt;br /&gt;
Also, you might wanna archive some of your completely topics on this page. :P  -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 21:15, 21 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Policy on Negative Posts==&lt;br /&gt;
You may want to take a peek at this: [[Elanthipedia_talk:Manual_of_Style/PCs]]. I&#039;m trying to get a consensus on the policy for adding negative information about players and player groups. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 23:23, 21 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Shield:dark stained target shield]]  ==&lt;br /&gt;
&lt;br /&gt;
The appraisal listed for this shield is incorrect.  I&#039;d like to update it with what I have below.&lt;br /&gt;
&lt;br /&gt;
Look: The center of this circular shield has been adorned with a short, cone-shaped iron spike.  Uneven dark streaks stain the course grain lying within the wooden shield.&lt;br /&gt;
&lt;br /&gt;
You are certain that it imposes an insignificant maneuvering hinderance.&lt;br /&gt;
 &lt;br /&gt;
This shield is small in size.&lt;br /&gt;
 &lt;br /&gt;
You are certain that the shield offers very poor to moderate protection.&lt;br /&gt;
 &lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  low puncture damage&lt;br /&gt;
  no slice damage&lt;br /&gt;
  fair impact damage&lt;br /&gt;
 &lt;br /&gt;
You are certain that the shield is fairly balanced and is poorly suited to gaining extra attack power from your strength.&lt;br /&gt;
 &lt;br /&gt;
You are certain that the target shield is of average strength, and is in pristine condition.&lt;br /&gt;
 &lt;br /&gt;
It appears that the target shield can be worn on the left arm.&lt;br /&gt;
You are certain that the target shield weighs exactly 70 stones.&lt;br /&gt;
You are certain that the target shield is worth exactly 1000 kronars, 800 lirums, or 721 dokoras. - Gidske&lt;br /&gt;
&lt;br /&gt;
: Yes go ahead, its definitely a wiki, and if you notice things wrong, by all means fix them. (and ESPECIALLY when they are currently not fully filled out. like that page is) You can use the &amp;quot;Edit with form&amp;quot; depending on how comfortable you are with wiki syntax. -- [[User:Callek|Callek]] 05:11, 28 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map Infobox ==&lt;br /&gt;
&lt;br /&gt;
You basically beat me to it, though it was fairly far down on my list of things to do. That&#039;s the reason I created the tags for what maps, towns and provinces various pages &amp;quot;belong&amp;quot; to. If you want, go ahead and do the same for NPCs and beasts. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 05:39, 28 January 2009 (UTC)&lt;br /&gt;
:Replied about inkhorns on my page.-Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 19:14, 28 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
: Replied on my page. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 18:13, 5 February 2009 (UTC)&lt;br /&gt;
::I &#039;&#039;&#039;also&#039;&#039;&#039; watch Recent changes, so in general no need to do the &amp;quot;replied on..&amp;quot; to me ;-) --[[User:Callek|Callek]] 18:18, 5 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Namespaces==&lt;br /&gt;
Replied. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 23:11, 6 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Critter Templates==&lt;br /&gt;
Check out [[Template:Critter]] and [[Thunder Ram]] and tell me if you like it. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 07:17, 8 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Electrical Dilettante]] ==&lt;br /&gt;
&lt;br /&gt;
Looks like the Electrical Dilettante title (Warrior Mage) is a duplicate (and incorrect name) of Electricity Dilettante.  Not sure how to delete it myself, so wanted to pass it on. - [[User:Uthrecht|Uthrecht]] 17:38, 13 February 2009 (UTC)&lt;br /&gt;
: Done --[[User:Callek|Callek]] 17:53, 13 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Search Template==&lt;br /&gt;
Replied on my page. -Moderator [[User:Caraamon|Caraamon Strugr-Makdasi]]&amp;lt;sup&amp;gt;([[User talk:Caraamon|talk]])&amp;lt;/sup&amp;gt; 22:41, 26 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sorry I&#039;m new at this.  Thank you for the information I&#039;ll read up on it.&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Night_Sky&amp;diff=56838</id>
		<title>Night Sky</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Night_Sky&amp;diff=56838"/>
		<updated>2009-02-27T05:38:10Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ship allowing travel between [[Ratha]] and [[Taisgath]].  Nobody uses the ship much any longer, though, because there is a permanent (and instant) moongate available on the third tier of Ratha.&lt;br /&gt;
&lt;br /&gt;
Docked for 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Approximate travel time is 30 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lybadel&amp;diff=56819</id>
		<title>Lybadel</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lybadel&amp;diff=56819"/>
		<updated>2009-02-27T05:37:10Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Ship that carries passengers on a route between [[Riverhaven]] and [[Aesry Surlaenis&#039;a]].&lt;br /&gt;
&lt;br /&gt;
[[Halasael]] is the captain of this ship.&lt;br /&gt;
&lt;br /&gt;
Docked for 30 minutes. &lt;br /&gt;
&lt;br /&gt;
Approximate travel time is 70 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Kree%27la&amp;diff=56828</id>
		<title>Kree&#039;la</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Kree%27la&amp;diff=56828"/>
		<updated>2009-02-27T05:35:59Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Ship that carries passengers on a route between [[Riverhaven]] and [[Ratha]].  Previously, this route was served by the [[Seerah]], which was wrecked in a hurricane.&lt;br /&gt;
&lt;br /&gt;
[[Gedu&#039;hei]] is the ship&#039;s captain.&lt;br /&gt;
&lt;br /&gt;
Docked for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Approximate travel time is 45 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Jolas&amp;diff=57853</id>
		<title>Jolas</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Jolas&amp;diff=57853"/>
		<updated>2009-02-27T05:34:26Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ship traveling between [[Hara&#039;jaal]] and [[M&#039;riss]].  Captained by [[Tevel]].&lt;br /&gt;
&lt;br /&gt;
Docked for 15 minutes. 	&lt;br /&gt;
&lt;br /&gt;
Approximate travel time 15 to 20 minutes.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Boats}}[[page type is::place| ]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Halasa_Selhin&amp;diff=57816</id>
		<title>Halasa Selhin</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Halasa_Selhin&amp;diff=57816"/>
		<updated>2009-02-27T05:00:20Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship captained by [[Cheile]].  Travels between [[Ratha]] and [[Aesry]].&lt;br /&gt;
&lt;br /&gt;
Docks for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Approximate travel time is 75 to 85 minutes with a 30 minute stop at Pokekehepi Beach.&lt;br /&gt;
&lt;br /&gt;
{{cat|Boats}}[[page type is::place| ]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tasia%27zaul&amp;diff=57844</id>
		<title>Tasia&#039;zaul</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tasia%27zaul&amp;diff=57844"/>
		<updated>2009-02-27T04:54:22Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tasia&#039;zaul (means &#039;Blue Devil&#039; in Gamgweth)&lt;br /&gt;
&lt;br /&gt;
Ship that travels between [[Ratha]] and [[Hara&#039;jaal]].  Captained by [[Tarkahl]].&lt;br /&gt;
&lt;br /&gt;
Docks for 60 minutes.&lt;br /&gt;
&lt;br /&gt;
Approximate travel time 25 to 60 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tasia%27zaul&amp;diff=57843</id>
		<title>Tasia&#039;zaul</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tasia%27zaul&amp;diff=57843"/>
		<updated>2009-02-27T04:51:18Z</updated>

		<summary type="html">&lt;p&gt;LISAE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tasia&#039;zaul (means &#039;Blue Devil&#039; in Gamgweth)&lt;br /&gt;
&lt;br /&gt;
Ship that travels between [[Ratha]] and [[Hara&#039;jaal]].  Captained by [[Tarkahl]].&lt;br /&gt;
&lt;br /&gt;
Docks for 60 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boats]]&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Property:Requires_backstab_skill&amp;diff=107936</id>
		<title>Property:Requires backstab skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Property:Requires_backstab_skill&amp;diff=107936"/>
		<updated>2009-01-11T17:50:21Z</updated>

		<summary type="html">&lt;p&gt;LISAE: {{Property |type=number }}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Property&lt;br /&gt;
|type=number&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=User:Lisae&amp;diff=107938</id>
		<title>User:Lisae</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=User:Lisae&amp;diff=107938"/>
		<updated>2009-01-11T17:12:47Z</updated>

		<summary type="html">&lt;p&gt;LISAE: New page: She didn&amp;#039;t mean to break that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She didn&#039;t mean to break that.&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Property:Requires_backstab_skill&amp;diff=107935</id>
		<title>Property:Requires backstab skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Property:Requires_backstab_skill&amp;diff=107935"/>
		<updated>2009-01-11T17:02:32Z</updated>

		<summary type="html">&lt;p&gt;LISAE: New page: {{Property |type=410 }} According to MACCABEE1 in the forums on 12/7/08&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Property&lt;br /&gt;
|type=410&lt;br /&gt;
}}&lt;br /&gt;
According to MACCABEE1 in the forums on 12/7/08&lt;/div&gt;</summary>
		<author><name>LISAE</name></author>
	</entry>
</feed>